<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HashiriyaR32</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=HashiriyaR32"/>
	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/HashiriyaR32"/>
	<updated>2026-05-11T22:52:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1575917</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1575917"/>
		<updated>2023-05-03T22:22:48Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Remaining upcoming DLC weapons have been datamined */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extraneous Images=&lt;br /&gt;
For images from the main article that are unnecessary but probably still noteworthy enough to be kept here.&lt;br /&gt;
&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview. Prior to the Season One update, it is not possible to preview the weapon's 3D model akin to previous games, so a workaround was used to preview most of the weapons this way.]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Aimpoint Micro T-1===&lt;br /&gt;
The Aimpoint Micro T-1 based &amp;quot;Aim-Op&amp;quot; from ''Modern Warfare'' was added with Season 1 as the &amp;quot;Aim Op-V4&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corvus Downrange-00&amp;quot;===&lt;br /&gt;
A slightly altered DI Optical EG1.&lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is the EOtech style holographic sight stand in for MWII.&lt;br /&gt;
&lt;br /&gt;
===Leupold LCO===&lt;br /&gt;
A slightly altered Leupold LCO red dot sight was added with Season 1 as the &amp;quot;SZ Battle Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is based on the Hensoldt ZO 4x30i scope.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===ELCAN SpectreDR===&lt;br /&gt;
Appears as the &amp;quot;Cronen Zero-P Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Recharge-DX&amp;quot;===&lt;br /&gt;
A slightly altered Trijicon SRS.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Zeiss Z-Point===&lt;br /&gt;
A stylized Zeiss Z-Point/Hensoldt RSA red dot is featured as the &amp;quot;Corvus SOL-76&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Leupold Mark 6===&lt;br /&gt;
A stylized Leupold Mark 6 appears as the &amp;quot;Luca Field-6&amp;quot;, added alongside the SR-25 (&amp;quot;Tempus Torrent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===Dead Air Odessa-9===&lt;br /&gt;
The &amp;quot;Forge DX90-F&amp;quot; is a slightly visually altered Dead Air Silencers Odessa-9.&lt;br /&gt;
&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Rugged Suppressors Obsidian===&lt;br /&gt;
The &amp;quot;CN30 Suppressor&amp;quot; is a Rugged Suppressors Obsidian pistol silencer.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized SureFire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===Silencerco Osprey 45===&lt;br /&gt;
The &amp;quot;FT Steelfire&amp;quot; is based on the Silencerco Osprey.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warden===&lt;br /&gt;
Appears as the &amp;quot;Corvus Slash Gen. 2&amp;quot; flash hider.&lt;br /&gt;
&lt;br /&gt;
===SureFire Warcomp===&lt;br /&gt;
The &amp;quot;TZL-90 V3&amp;quot; is a SureFire Warcomp three prong flash hider.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Ivanov ST-70 Grip&amp;quot;===&lt;br /&gt;
Loosely based on the ZenitCo RK-3 AK pistol grip.&lt;br /&gt;
&lt;br /&gt;
==Magazines &amp;amp; Ammunition==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
===SureFire MAG5-60===&lt;br /&gt;
The 60 round magazines for the M4 and SCAR-L are based on the SureFire MAG5-60.&lt;br /&gt;
&lt;br /&gt;
===Magpul PMAG-40===&lt;br /&gt;
The 40 round magazine for the SCAR-L is a stylized PMAG-40.&lt;br /&gt;
&lt;br /&gt;
===45 round STANAG===&lt;br /&gt;
The 45 round magazine for the M4 and M16 (and the 15 rounder for the FTac Recon) is based on many generic 40-round metal magazines made by different companies. 45-rounders in this format exist, but they are longer and more curved than the one in game.&lt;br /&gt;
&lt;br /&gt;
===G2 Research R.I.P. 9mm===&lt;br /&gt;
G2 Research Radically Invasive Projectile 9mm ammunition is available for submachine guns and pistols as the &amp;quot;9mm Frangible&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FSS Ole-V Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FSS Ole-V Laser&amp;quot; appears to be a stylized AN/PEQ-5 CVL Carbine Visible Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio Laz-44 V3&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio Laz-44 V3&amp;quot; appears to be a stylized B.E. Meyers MAWL.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ 1MW PEQ&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ 1MW PEQ&amp;quot; appears to be a stylized AN/PEQ-15.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;STOVL DR Laser Box&amp;quot;===&lt;br /&gt;
The &amp;quot;STOVL DR Laser Box&amp;quot; appears to be a stylized ZenitCo Perst-3.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DXS Flash 90&amp;quot;===&lt;br /&gt;
The &amp;quot;DXS Flash 90&amp;quot; appears to combine a Tactical Modlite ModButton combined with some kind of SureFire-like flashlight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager PEQ Box IV&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager PEQ Box IV&amp;quot; is a stylized Steiner DBAL with elements from Steiner Offset Tactical Aiming Laser.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;DZM-1000 L&amp;quot;===&lt;br /&gt;
The &amp;quot;DZM-1000 L&amp;quot; is a stylized SureFire X400 Ultra WeaponLight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;FTac Grimline Laser&amp;quot;===&lt;br /&gt;
The &amp;quot;FTac Grimline Laser&amp;quot; is a stylized B.E. Meyers DIAL 100G.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XTEN Sidearm-L400&amp;quot;===&lt;br /&gt;
The Steiner DBAL-PL based &amp;quot;5mw Laser&amp;quot; from Modern Warfare returns as &amp;quot;XTEN Sidearm-L400&amp;quot; albeit with some alterations.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
:Bit of info: the internal name of this weapon is &amp;quot;br_msecho&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:04, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
::I would go ahead and identify them as their military variants, as should be expected with a military shooter. The paddle release is the only thing that's making people ID them as civilian models, ignoring things like barrel lenght, the muzzle devices on the MP5 and the trigger groups. I'm gonna work on adding info and caps to these guns, and call them by their military name. If you guys want to edit them and ID them as civilian rifles go ahead. --[[User:AndreaPortapizze|AndreaPortapizze]] ([[User talk:AndreaPortapizze|talk]])&lt;br /&gt;
:::We previously made notes of civilian models in military shooters (such as the HK91A3 in CoD4, the Uzi in Black Ops/BO2 and the FN SCAR in MW3/BO2); I don't see why we should be doing things differently here. And like I said above, those civilian HK rifles can be fitted with full-auto trigger groups (as you can see [https://www.youtube.com/watch?v=QAoyOdsIJPs here] and [https://www.rockislandauction.com/detail/72/3704/class-iiinfa-converted-hk93-mg here]). The HK94 can also be modified with an MP5's muzzle device, as seen [https://www.youtube.com/watch?v=baNj58RnfrU here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:50, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
:The AW50 is missing as well. Given the Honey Badger is being considered part of the MCX family, that this group wasn't quite as polished as most of the other guns in the early build where they were seen, and the obviously-missing MCX Spear, the general consensus is that the MCX family is likely to be added alongside Season 1 in a few weeks. Hopefully the AW50 returns soon too. There were/are a few attachments and camos that were seen that are either now also missing (flat black camo) or don't seem to have any unlock requirements (one of the red dots), so they're likely tied to these unreleased weapons. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:01, 30 October 2022 (UTC)&lt;br /&gt;
::The Honey Badger is also currently exclusive to the campaign; a non-suppressed one is the starting weapon in the first mission. The MCX VIRTUS doesn't seem to be available in the campaign, though it's used by Kyle Garrick and Rodolfo Parra while they are NPCs. If the MCX will be added in Season 1, it would be cool if it ends up being replaced by the new SPEAR LT (which is unlikely, but hey, a man can dream). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:17, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With the Tempus Torrent(SR25) now in MWII we got another gun that will overlap besides the M16 and the MP5. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 06:19, 25 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;br /&gt;
::Right down to the magazine manufacturer being VLK, an in-universe Russian company.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 07:08, 31 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To further confirm, the Bryson 890's internal name is &amp;quot;'''mv'''iktor&amp;quot; which stands for '''M'''olot '''V'''epr. So it was supposed to be part of the AK platform probably by leveling the RPK, as they are related in real life. Guess they didn't want the AK platform to have 7 guns...--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 00:00, 3 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Viewing weapons in gunsmith==&lt;br /&gt;
Just a heads up for those who don't know, the MW19-style ability to rotate the gun (and zoom this time!) is actually in the game, just quite hidden, as it seems to be not quite finished yet. Not sure of the Keyboard equivalents, but on controller you go into the charm/decal/sticker selection menu and click left stick to go into it. From there you can press Y to hide the UI and click LS again to get the MW19-style preview animation. Zooming in is the right trigger, you can move the camera vertically with the right stick, and you can move the gun left/right with the left stick. And as always, you can go into a private match to have access to all the weapons and attachments. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:39, 1 November 2022 (UTC)&lt;br /&gt;
:A follow up to this, it seems that if you go into a private match set to one of the CDL modes (and wait a moment so you can start the match, when the little lock icons go away) you can access all the weapon/operator skins (and charms/stickers) that are in the current build of the game. Or rather, all of the weapons that aren't restricted from use by these supposedly &amp;quot;pro&amp;quot; players lol. You may have to scroll away from something then back to it to get it to load, and these are all VERY work in progress. For a few maybe interesting things I found, the camo/ghillie MRAD and M4 from the campaign are present, as are the gold AK and Desert Eagle from the same mission, there's a really nice MP5 called The Bureau which features a black SEF trigger group attachment (would be super handy for builds, with the default being tan and not matching anything), a gorgeous Equinox style version of the P220, some of the small red dots are sometimes on risers and sometimes not depending on different skins, the fictional Matuzek company is from the Czech Republic (per one of the alternate P220 slide markings), and as these are again very work in progress [https://i.imgur.com/ADODNTJ.png there's an amazingly hilarious P90 with a optic rail on its optic rail.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:26, 5 November 2022 (UTC)&lt;br /&gt;
::At least there arent any goofy masterclass blueprints with animated levitating skulls or dragons.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:16, 7 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;AK-74M&amp;quot; railed handguard dissected==&lt;br /&gt;
Gonna put this here due to being too much for the &amp;quot;summary&amp;quot; section. [https://www.m4carbine.net/showthread.php?98722-New-Izhmash-AK-railed-handguard&amp;amp;p=1760686#post1760686 This] and [https://www.russiansurplus.net/product_p/ak9-black-railed-hg.htm this] confirm the origin of this &amp;quot;AK-74M&amp;quot;-ish railed handguard as being from AK-9. According to English wiki it was made at some vague 2000s, but the Russian wiki narrows it down to being introduced in 2005. Anyway, it appears this was the first model that the handguard was developed for and then subsequently it was used with newer 100 series AKs, therefore I suggest we call it the AK-9 handguard. Also just for reference, LCT AK-9 is the airsoft copy. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 01:42, 5 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MRAD named &amp;quot;Victus XMR&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I don't have the game, so I want to ask, ''where'' is the name &amp;quot;Victus XMR&amp;quot; used on the MRAD? The loadout screenshot clearly shows it being named MCPR-300, and not Victus XMR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:37, 18 November 2022 (UTC)&lt;br /&gt;
:It shows up in-game, as the display name above the gun's HUD icon and also above the pick-up icon. --[[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 04:16, 18 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Can confirm, booted up the game as of Nov 24, 2022 and started the mission &amp;quot;Recon By Fire&amp;quot;. The rifle still shows as &amp;quot;Victus XMR&amp;quot; instead of &amp;quot;MCPR-300&amp;quot; so I added that it's incorrect back onto the MRAD entry, doesn't appear to have been fixed in the latest patches. [[User:Antediluvial|Antediluvial]] ([[User talk:Antediluvial|talk]]) 05:34, 25 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==M16 ID==&lt;br /&gt;
The supposed &amp;quot;M16A3&amp;quot; ID is rather flimsy. The gun is intended to be an A4 (and features its flattop upper), while the lower is marked both &amp;quot;M16A2&amp;quot; ''and'' &amp;quot;Auto&amp;quot; at the same time, which is obviously a goof no matter how you spin it. The M16A3 is a full-auto A2 anyway, not an A4; it doesn't have a flattop. The only two IDs that actually make sense are either &amp;quot;M16A4 with incorrect and inconsistent markings&amp;quot; (the better option), or if we want to be exceptionally pedantic &amp;quot;M16A2 with A4 upper and incorrect M16/A1/A3 Auto marking&amp;quot;. But the current ID just doesn't work, both because it's a flattop and because we're apparently prioritizing the &amp;quot;Auto&amp;quot; text above the &amp;quot;M16A2&amp;quot; text, above the flattop upper, ''and'' above the burst functionality in gameplay, all of which should really be higher priority than the selector marking. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:46, 23 November 2022 (UTC)&lt;br /&gt;
:[https://www.sturmgewehr.com/forums/index.php?/topic/19067-wts-transferable-factory-colt-m16a2a4-model-r0901-serial-80300xx-safe-semi-auto-new-in-box-7500000/ Here] and [https://www.davidspiwak.com/gun/rare-colt-m16a4-model-r0901/ here]; the markings and flattop match the in-game rifle. What you have to keep in mind is that the page currently mentions specifically the Colt R0901, which ''does'' have a flattop upper (though I'm not sure if this version was officially designated &amp;quot;M16A3&amp;quot; or was colloquially marketed as such). Plus, it isn't a goof to see &amp;quot;M16A2&amp;quot; and &amp;quot;Auto&amp;quot; markings simultaneously, since M16A3s manufactured by Colt have been marked &amp;quot;M16A2&amp;quot; on the receiver (while other manufacturers like FN apparently did use &amp;quot;M16A3&amp;quot; markings). Now, if the devs later decide to fix the &amp;quot;Auto&amp;quot; marking, we will make the changes accordingly. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:39, 26 November 2022 (UTC)&lt;br /&gt;
::I changed the section's title to &amp;quot;Colt Model 901&amp;quot; to prevent confusion, in case the M16A3 designation turns out not to be really the proper one  for this version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]])&lt;br /&gt;
&lt;br /&gt;
== HK Machinegun variants ==&lt;br /&gt;
&lt;br /&gt;
Not sure if these really count as they are more of a mockup, but I realized that it's possible to build HK11/HK13 esque weapons from the LM-762 and LM-556. Also a pseudo HK51-B with the RAPP's shortest barrel, though the sliding stock can't be equipped unfortunately.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 04:13, 7 December 2022 (UTC)&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|]]&lt;br /&gt;
:Yeah, I'd agree with adding these to the page. As for the HK51-B style build, you could use a fixed stock, since there are [https://www.youtube.com/watch?v=QMEc54MHnhQ some] [https://www.icollector.com/Fully-Automatic-Portuguese-FMP-HK51B-Custom-Belt-Fed-Rifle-with-Fleming-Automatic-Sear_i9752626 builds] in this configuration, though I'd recommend replacing the PTR 9KT style trigger group by another attachment. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:22, 8 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slimeline Pro is possibly a SM26013 ==&lt;br /&gt;
&lt;br /&gt;
This is possibly the closest thing I can find&lt;br /&gt;
&lt;br /&gt;
https://www.midwayusa.com/product/1020040977&lt;br /&gt;
&lt;br /&gt;
I don’t know if I’m right--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 05:31, 4 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==FA-MAS in loading screens==&lt;br /&gt;
Might be worth adding to the unusable weapons list, the &amp;quot;Triple Threat&amp;quot; and &amp;quot;Wading&amp;quot; loading screens feature the rifle, the former with the newer low rail and the latter with the classic carry handle. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 08:17, 23 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==9mm M4 in the current Shoot The Ship playlist tile==&lt;br /&gt;
Probably the MW19 model, just figured I'd mention it's there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:50, 2 March 2023 (UTC)&lt;br /&gt;
:[[File:MWII Ship PCC .jpg|none|600px|]] Here it is, not sure why you don't just get a screencap of it yourself. Anyway, it has a Mlok rail and distinct PEQ and red dot, looks like it's made for the artwork and isn't the previous game's model. The CoD wiki also has those loading images with the FAMASs mentioned above.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:24, 2 March 2023 (UTC)&lt;br /&gt;
::Speaking of unusable weapons, there's a picture of Los Vaqueros members carrying some rifles in [https://www.youtube.com/watch?v=vvW_09jamfc&amp;amp;t=163s the intro cutscene] of Prison Break. At first glance, they seemed to me like DDM4s, judging by the stock on the rifle on the left. But then again, we can't see much details, so it may or may not be one of the in-game weapons with a buttstock attachment, I'm not sure. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:13, 18 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remaining upcoming DLC weapons have been datamined ==&lt;br /&gt;
&lt;br /&gt;
iw9_me_sword02 - another kind of sword&lt;br /&gt;
&lt;br /&gt;
iw9_br_ngsierra - MCX Spear(from the NGSW acronym)&lt;br /&gt;
&lt;br /&gt;
iw9_sn_india - M200 Intervention&lt;br /&gt;
&lt;br /&gt;
iw9_pi_tango9 - Tec-9&lt;br /&gt;
&lt;br /&gt;
iw9_ar_helima - Springfield Hellion&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie45 - APC 45&lt;br /&gt;
&lt;br /&gt;
iw9_sh_tsierra - Tavor TS12&lt;br /&gt;
&lt;br /&gt;
iw9_sn_walpha - WA 2000&lt;br /&gt;
&lt;br /&gt;
iw9_pi_mike2011 - Staccato 2011(already appears in the campaign)&lt;br /&gt;
&lt;br /&gt;
iw9_ar_malima - Malyuk&lt;br /&gt;
&lt;br /&gt;
iw9_sm_acharlie9 - APC 9&lt;br /&gt;
&lt;br /&gt;
iw9_me_kamas - Kamas(Japanese sickles)&lt;br /&gt;
&lt;br /&gt;
iw9_me_kalisticks- Kali Sticks&lt;br /&gt;
&lt;br /&gt;
What are your thoughts? --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 04:47, 28 March 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks! Assuming this is the full list, there's definitely some stuff I would have liked to see that's apparently not coming back from MW19 (G36, SG 550, L85, FAL, FA-MAS, M9, PM especially). But more positively I'm happy about the M1911 (well, 2011) and it's neat to see the Hellion/VHS-2 showing up in the roster, it's such a cool rifle. It's amusing to see the M200 and WA 2000 as MW2 throwbacks, but not getting the also-MW2 F2000, or especially the FAL when we finally have a battle rifle category is just criminal. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 05:17, 28 March 2023 (UTC)&lt;br /&gt;
::Looking forward to the VHS in particular, I love that gun. Would be nice if it comes with the flip-up sights the real Hellion is sold with - hell, at this point I'd even take it having the same sights as the M4 - but realistically it's gonna just be the G36-style irons it has in everything else. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 07:44, 28 March 2023 (UTC)&lt;br /&gt;
:::BTW the Uzi(coming in S3), the Minimi(same Bruen Mk9 from MW19, which will be called &amp;quot;Serval&amp;quot; in MWII) and the FAMAS(which seems to have 2 separate versions, probably as full auto/semi and burst only) are in the files too. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 02:39, 29 March 2023 (UTC)&lt;br /&gt;
::::Oh good, those three/four I would love to see. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 07:14, 29 March 2023 (UTC)&lt;br /&gt;
:::::Season 3 teaser dropped today, showcasing the FJX Imperium (Intervention). Interestingly, it is shown to be chambered in &amp;quot;6.8 Wrath&amp;quot;, which sounds an awful lot like 6.8 FURY, used in the MCX SPEAR/XM7. Probably not intentional, but curious nevertheless. [[User:MonocledTarantula432|MonocledTarantula432]] ([[User talk:MonocledTarantula432|talk]]) 06:04, 3 April 2023 (UTC)&lt;br /&gt;
::::::&amp;quot;6.8 Wrath&amp;quot; is most definitely intended to be .277 Fury / 6.8x51mm, I just wish all the fake gun names were this on the nose about it. And there really wouldn't be any reason to rechamber the M200 in this cartridge if we weren't also getting the Spear, so that'll definitely come too. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:30, 3 April 2023 (UTC)&lt;br /&gt;
:::::::Well... the S3 content has been officially revealed today. The cool thing is that it does include an NGSW rifle, but kinda disappointingly it's not the SPEAR, but the RM277. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:31, 6 April 2023 (UTC)&lt;br /&gt;
::::::::Neat. It may not fit into the existing platform, but I do think it's the most interesting of the three program rifles. On another note, the main blog also mentions another full-auto pistol mid-season (in addition to the TEC-9), which is described as &amp;quot;high-calibre&amp;quot; and &amp;quot;modified to full-auto&amp;quot;. Maybe the 2011? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:34, 6 April 2023 (UTC)&lt;br /&gt;
::::::::: The &amp;quot;high-calibre&amp;quot; and &amp;quot;modded to full-auto&amp;quot; seems to refer to the full-auto Desert Eagle, the &amp;quot;GS Magna&amp;quot;, that was accidentally revealed in a Japanese announcement. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:22, 3 May 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EBR-14 ==&lt;br /&gt;
&lt;br /&gt;
So for this thing, which characteristic takes precedence - the receiver selector or the default barrel length?&lt;br /&gt;
[[File:MWII EBR-14 Reciever.jpg|none|600px]]&lt;br /&gt;
Here's what the right side of the receiver looks like, it's the same for both variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 03:27, 3 April 2023 (UTC)&lt;br /&gt;
:I remember a similar situation that happened in the past on one of the Ghost Recon pages, and a user who's knowledgeable on the M14 series stated that the presence of a select-fire lever rules out the M14 EBR-RI identification - and I agree with this; the selector is more important. Consequently, it's gotta be IDed either as a Mk 14 Mod 0 EBR with a long barrel, or as an M14 with a Sage chassis &amp;lt;s&amp;gt;and a Mk 14 gas system&amp;lt;/s&amp;gt;. I'd go with the former, especially that the in-game gun can be modified with a Mk 14-length barrel (now, the selector is fictionalized, but still). -[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:49, 3 April 2023 (UTC)&lt;br /&gt;
::Ok. I'll keep the EBR-RI image there though as that at least is the default barrel.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 02:47, 10 April 2023 (UTC)&lt;br /&gt;
:::Actually, per the comment that I just added on BF2042's talk page, it turns out that the M14 w/ Sage chassis image that we currently have on IMFDB has a longer handguard (the gas system is the same on the M14 and Mk 14), but the chassis is actually available in the same shorter length as the Mk 14. As such, I guess that it would be more appropriate to identify the &amp;quot;EBR-14&amp;quot; as an M14 with a Sage chassis (I'll upload an appropriate reference image in a while). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:17, 26 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should these be ignored or added? ==&lt;br /&gt;
&lt;br /&gt;
On a few maps (including Al Mazrah), there are destroyed M1A2 TUSK Abrams models. They have ports for M240C guns but no actual guns in them.&lt;br /&gt;
[[File:Mwiidestroyedabrams1.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiidestroyedabrams2.jpg|none|400px|]]&lt;br /&gt;
Also, only on the MP map Taraq (doesn't appear in Warzone/Ground War versions of this map or anywhere else) there is a T-55 AM-2 model from MW2019. The machinegun port has a cover over it. &lt;br /&gt;
[[File:Mwiit551.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiit552.jpg|none|400px|]]&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 08:46, 19 April 2023 (UTC)&lt;br /&gt;
:I'd say no since the guns both aren't visible and since the tanks are static and are never seen using the coaxial MGs.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:53, 19 April 2023 (UTC)&lt;br /&gt;
::They should. Guns being integrally fitted to a vehicle (where they can't be seen directly) are still known/understood to be present; their main cannons are guns as well and will also have their own designation (which I don't know off the top of my head). Same way if we had, say, an early-model Spitfire in a WWII game that wasn't seen to fire its Brownings, they should still be listed because they're known to be there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:28, 19 April 2023 (UTC)&lt;br /&gt;
:::Yeah my thoughts too was based on previous pages where we would include weapons based on them being mounted on the real vehicles. &lt;br /&gt;
[[File:Mwiisemtex2.jpg|none|400px|]]&lt;br /&gt;
Also I noticed on other Call of Duty pages the Semtex Grenades were never added, so I'm wondering if they should be here or not since other fictional weapons were included. &lt;br /&gt;
[[File:Mwiishockstick2.jpg|none|400px|]]&lt;br /&gt;
In addition, the Shock Stick returned from BOII and still somewhat resembles the POMZ-2M anti-personnel mine. &lt;br /&gt;
[[File:Mwiidrillcharge2.jpg|none|400px|]]&lt;br /&gt;
The Drill Charge somewhat resembles the HHL-3 Hafthohlladung (and functions somewhat similarly).&lt;br /&gt;
[[File:Mwiidecoy2.jpg|none|400px|]]&lt;br /&gt;
[[File:Mwiisnapshot2.jpg|none|400px|]]&lt;br /&gt;
I'm unsure what the Decoy Grenade resembles nor Snapshot Grenade (though I heard the Snapshot was based on a toy).&lt;br /&gt;
&lt;br /&gt;
--[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 05:45, 20 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We already have a few things like this at the top of the top page (Drill Charge and Snapshot) alongside other miscellaneous stuff and optics, so that's probably the best place for these. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:32, 20 April 2023 (UTC)&lt;br /&gt;
::Ohh gotcha. So I'll add Semtex/Shock Stick there then. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:57, 21 April 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1571346</id>
		<title>Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1571346"/>
		<updated>2023-04-16T02:11:44Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* LoneStar Future Weapons RM277 / Desert Tech MDR hybrid */  As per XclusiveAce, a 45milisecond open-bolt delay exists in both SA and FA.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=''Call of Duty: Modern Warfare II''&lt;br /&gt;
|picture=MWII-cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 28, 2022&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=''[[Call of Duty]]''&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X/S&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare II''''' is the nineteenth installment in the ''[[Call of Duty]]'' first-person shooter series. Developed by Infinity Ward and published by Activision, it is a direct sequel to ''[[Call of Duty: Modern Warfare (2019)]]'', and it was released on October 28, 2022.&lt;br /&gt;
&lt;br /&gt;
Like ''Modern Warfare 2019'', the game is comprised of four main modes: the traditional singleplayer campaign, multiplayer, Spec Ops and Warzone 2.0 with additional DMZ mode.&lt;br /&gt;
&lt;br /&gt;
The singleplayer story is the continuation of ''Modern Warfare'''s storyline, following the newly-formed elite multinational Task Force 141 in their continuing fight against the terrorist organization Al-Qatala, who have formed an alliance with the deadly Las Almas drug cartel. &lt;br /&gt;
&lt;br /&gt;
The multiplayer is the standard attraction of the ''Call of Duty'' franchise, along with PvE Spec Ops missions. A new submode to Spec Ops are Raids, which are multi-stage, high-risk high-reward episodic long levels mixed with cooperative combat and puzzle-solving. As of March 2023, &amp;quot;Atomgrad&amp;quot; is the only available Raid in the game, along with two episodes which take place after the events of ''Modern Warfare'' and by extension, some events of Warzone 1.0 before the release of ''BOCW''.&lt;br /&gt;
&lt;br /&gt;
Following on the heels of ''Warzone'', '''''Call of Duty: Warzone 2.0''''' is a standalone free-to-play gamemode that expands upon the original mode with new features and new maps, Al Mazrah at launch and Ashika Island at Season 2. In addition, Warzone 2.0 also includes the DMZ submode, an extraction-type PvPvE gamemode where players complete faction quests, scavenge for weapons and loots, fend off against enemy NPCs (in the form of Al-Qatala insurgents and Shadow Company infantry) as well as players and exfiltrate the map alive, with no set objective.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare II}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The weapon system in ''Modern Warfare II'' is a modified version of the weapons and Gunsmith system found in ''Modern Warfare'', with a limit of five mod slots. Primary weapons are divided into seven types: submachine guns, assault rifles, shotguns, battle rifles (high damage, high recoil select-fire rifles with low capacity), marksman rifles (high damage, accurate, exclusively semi-auto/manually-operated rifles, with iron sights), light machine guns, and sniper rifles. Weapon inspection animations are more intricate than it was in ''Modern Warfare'', with the user often checking the magazine and/or chamber in each of the inspect animations. The current ammunition type (hollow points, incendiary rounds and the like) can also be seen. As of Season 1, inspect animations now correctly account for if the weapon is empty or not; this was not the case during the multiplayer beta and launch builds of the game.&lt;br /&gt;
&lt;br /&gt;
Weapon reloads are now &amp;quot;staged&amp;quot;, meaning if the player performs an action that would cancel a reload (as with previous entries), the reload animation will resume to its previous state until the magazine/last round is either inserted (for non-empty reloads) or when the weapon is chambered.&lt;br /&gt;
&lt;br /&gt;
Many weapons are now classified under a &amp;quot;Weapon Platform&amp;quot; system, which groups multiple weapons (which may cover several different types) in the same real world weapon family into a single set, with individual weapons within the Weapon Platform being classified as &amp;quot;Receivers&amp;quot;. Weapons under a Weapon Platform share a progression system that lets the player unlock platform-specific shared attachments. It is possible to create a loadout with two similar weapons with marginally different stats, such as having the AUG A3 and AUG HBAR variant in the same loadout, with similar attachment setups. &lt;br /&gt;
&lt;br /&gt;
The current Weapon Platforms with multiple receivers in ''Modern Warfare II'' are the following:&lt;br /&gt;
* Bruen Bullpup Platform (Steyr AUG-based weapons)&lt;br /&gt;
* Bruen Ops Platform (MCX-based weapons, as well the Honey Badger)&lt;br /&gt;
* Bryson 800 Series (Mossberg-based shotguns)&lt;br /&gt;
* Bryson Long Range Platform (Remington 700-based weapons)&lt;br /&gt;
* Kastovia Platform (AK-based weapons)&lt;br /&gt;
* Lachmann Meer (Heckler &amp;amp; Koch roller-delayed weapons)&lt;br /&gt;
* M4 Platform (AR-based weapons)&lt;br /&gt;
* Ordnance Weapon Platform (M14-based rifles)&lt;br /&gt;
* Tactique Verte (FN SCAR-based weapons)&lt;br /&gt;
* XRK (Glock pistols)&lt;br /&gt;
&lt;br /&gt;
Through the use of grip attachments, the &amp;quot;Tactical Pistol Raise&amp;quot; benefit introduced in MWII is the ability to instantly draw the player's sidearm without fully lowering their primary weapon. Dual-wielding makes a return in ''Modern Warfare II'', although it is regulated to the grip attachment of the weapon instead of being a weapon perk and it's only restricted to handguns exclusively.&lt;br /&gt;
&lt;br /&gt;
Various executions (finishing moves) that use a firearm in this game now involve other weapon types, in addition to a pistol unlike in prior games. If the player has a weapon of the same class (assault rifle, SMG, etc) as a given execution's default weapon, the player's custom weapon will be featured instead.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare II'' introduces extensive and realistic water physics, a significant improvement over ''Black Ops: Cold War'', the previous game in the series to feature water mechanics. Unlike in ''Cold War'', primary weapons can't be fired underwater and only handguns can, albeit with a reduced efficiency. Shooting into water and explosions cause ripples and mines float when thrown onto water. When swimming on the surface, water flows into the weapon's details and the weapon along with its user can get wet.&lt;br /&gt;
&lt;br /&gt;
Weapon and inventory management in Warzone 2.0 is similar to its previous iteration, where in players are airdropped with weak weapons, scavenge weapons all over the game world and procure their own loadout weapons in a supply drop. DMZ on the other hand is similar to &amp;quot;extraction&amp;quot; games of a similar fashion. The player is given three insured weapon slots (one available at the start, the other two require challenge completion), which the player can customize and they do not get lost if they leave it in the game world (should the player die or exchange for a new weapon, even if the enemy picks up the weapon), though it has a cooldown which can be decreased by successful extractions or by submitting items into a &amp;quot;dead drop&amp;quot; (which is an interactable dumpster) in certain locations of the map. In addition, the player has 10 temporary &amp;quot;contraband&amp;quot; weapon slots which are the weapons brought by the player upon a successful extraction. These weapons will be lost if they are dropped, although they can be destroyed in the game's lobby to free up space for more contraband weapons. Firearms can be customized in a Workbench while on a raid, albeit with a fee of credits obtained throughout the round.&lt;br /&gt;
&lt;br /&gt;
As before, weapons in both Warzone 2.0 Battle Royale and DMZ can be acquired through enemies (either NPC bots or player operatives) or through various loot containers all over the map; contraband weapons can also be obtained by completing various faction missions. Also, if the player extracts with a weapon that they haven't unlocked yet, the weapon will be immediately unlocked for free without the player level or weapon platform requirement.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] returns as the &amp;quot;.50 GS&amp;quot; and is said to be manufactured by Sakin (&amp;quot;Sakin&amp;quot; meaning &amp;quot;Knife&amp;quot; in Hebrew, alluding to the knife in the logo of IMI/IWI). The new model is a bit more stylized and features Picatinny rails on the 12 o'clock and 6 o'clock positions, a skeletonized hammer, and has a two-tone finish that is basically the reverse of the Desert Eagle in the original ''[[Modern Warfare 2]]''; the ''MW2'' pistol had a chrome frame and trigger, while the ''MWII'' pistol has a chrome slide, barrel, and hammer. It is frequently used by Las Almas cartel members.&lt;br /&gt;
&lt;br /&gt;
The standard magazine capacity is of 7 rounds, but extended baseplates that take the capacity to 10 or 13 rounds are available. The weapon can be modified with a ported barrel via the &amp;quot;SA Comp Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A Desert Eagle modified (presumably by cartel members) to fire full-auto is slated to be added as a separate weapon in Season 3.&lt;br /&gt;
&lt;br /&gt;
[[File:Desert Eagle XIX 50 Picatinny rail.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame and railed barrel - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (1).jpg|thumb|none|600px|The Desert Eagle in the gunsmith preview screen. Note the Sakin markings, which seems to be the in-universe IWI, since Sakin also manufactures the Negev 7 in this game.]]&lt;br /&gt;
[[File:MW22 Deagle (2).jpg|thumb|none|600px|Holding the Desert Eagle at compressed ready.]]&lt;br /&gt;
[[File:MW22 Deagle (7).jpg|thumb|none|600px|Aiming down the sights of the Desert Eagle.]]&lt;br /&gt;
[[File:MW22 Deagle (4).jpg|thumb|none|600px|The inspect animation shows the character flicking out the pistol's magazine into the air and catching it.]]&lt;br /&gt;
[[File:MW22 Deagle (3).jpg|thumb|none|600px|A .50 AE bullet in the magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (5).jpg|thumb|none|600px|Performing a brass check by pulling back on the ambidextrous safety.]]&lt;br /&gt;
[[File:MW22 Deagle (8).jpg|thumb|none|600px|Tactical reload.]]&lt;br /&gt;
[[File:MW22 Deagle (9).jpg|thumb|none|600px|Flicking out a spent magazine.]]&lt;br /&gt;
[[File:MW22 Deagle (10).jpg|thumb|none|600px|Power-stroking the slide to chamber a fresh round.]]&lt;br /&gt;
[[File:Desert Eagle Ported.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with stainless steel finish, railed frame, railed barrel and integral muzzle brake - .50 AE]]&lt;br /&gt;
[[File:MW22 Deagle (11).jpg|thumb|none|600px|Taking a break to inspect two ported Desert Eagles while waiting in line at the US-Mexican border.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 MOS==&lt;br /&gt;
The &amp;quot;X12&amp;quot;, manufactured by the in-game XRK, is a stylized [[Glock 17|Glock 17 MOS]]. It is based on a 5th generation version with front slide serrations, though it is depicted with two pins above the trigger like the Gen 3 and Gen 4 models (as opposed to one pin for the Gen 5). It's equipped with a plate system to mount red dots, just like the real Glock MOS System and many of its stylized parts include the rounded bottom beaver-tail, the MIL-STD 19-13 rail, the hinged trigger (which turns into a more Glock-style one with some customization options), a small port on top of the slide just rear of the front sight and the grip texture.&lt;br /&gt;
&lt;br /&gt;
It can be fitted with a Flux Defense Brace, called &amp;quot;XRK Pistol Stock&amp;quot;. It feeds by default from Magpul 17 round Glock magazines with an orange follower, a +7 extended baseplate, a 33-round stick magazine stylized to look like a Kriss MagEx2 (that's supposed to hold 40 rounds) and a Magpul PMAG D-50 GL9 50 round drum magazine. The same options are available for the Glock 18.&lt;br /&gt;
&lt;br /&gt;
Judging by the square hole in the pistol's frame, where a QR code is painted out, the XRK pistol platform seems to be modular just like the [[SIG-Sauer P320]] or the ZEV OZ-9.&lt;br /&gt;
&lt;br /&gt;
It is frequently used by Las Almas Cartel members, Soap, Rodolfo and Russian Konni PMCs in the campaign. Glocks are also seen in many character's holsters, including Ghost and Alejandro.&lt;br /&gt;
&lt;br /&gt;
[[File:G17 Gen5 MOS FS.jpg|thumb|none|300px|Glock 17 MOS FS (5th Generation) - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock preview.jpg|none|600px|thumb|The Glock 17 in the gunsmith preview screen. Note the non-standard grip texture and a &amp;quot;3S&amp;quot; writing where the &amp;quot;17&amp;quot; should be on the real Glock.]]&lt;br /&gt;
[[File:MW22 GLOCK (1).jpg|thumb|none|600px|Right side. Note what appears to be an ambidextrous slide stop lever that is fictionally enlarged.]]&lt;br /&gt;
[[File:Mw22 glock 17 idle.jpg|thumb|none|600px|Holding the Glock 17.]]&lt;br /&gt;
[[File:Mw22 glock 17 (4).jpg|thumb|none|600px|Checking the magazine (the cut-outs are not actually functional as bullets will show up through them even with an empty gun).]]&lt;br /&gt;
[[File:Mw22 glock 17 (5).jpg|thumb|none|600px|Performing a brass check. Note that the slide release, unlike the real Gen5 Glock, is not ambidextrous.]]&lt;br /&gt;
[[File:Mw22 glock 17 (1).jpg|thumb|none|600px|The inspect animation ends with a bump to make sure that the slide is in battery, a common move on striker-fired pistols.]]&lt;br /&gt;
[[File:Mw22 glock 17 (3).jpg|thumb|none|600px|Tactical reload on the G17. Reload animations didn't really change from Modern Warfare...]]&lt;br /&gt;
[[File:Mw 22 glock 17 (2).jpg|thumb|none|600px|...except for the empty reload, which involves tugging the slide from the front serrations instead of the rear ones with the G21 of the previous game.]]&lt;br /&gt;
[[File:Mw22 glock tactical (1).jpg|thumb|none|600px|Quick-drawing a customized Glock while retaining a primary weapon in the left hand.]]&lt;br /&gt;
[[File:Mw22 glock tactical (2).jpg|thumb|none|600px|Konig messes up while reloading his Glock with 33-round stick magazines. When equipped with bigger magazines, the guns in Modern Warfare II will have slower reload animations, to account for the bigger bulk or length compared to the standard ones. Smaller magazine options have faster reload times.]]&lt;br /&gt;
[[File:MW22 X12 rope.jpg|thumb|none|600px|Garrick readies his Glock after being nearly tossed out of a Black Hawk, losing his primary weapon in the process. Garrick's gloves are based on the Oakley SI Transition gloves in tan, which have since been discontinued.]]&lt;br /&gt;
[[File:Glock 17 with Flux Defense Stock Brace.jpg|thumb|none|350px|Glock 17 (5th Generation) with Flux Defense Brace - 9x19mm]]&lt;br /&gt;
[[File:Mw22 glock flux.jpg|thumb|none|600px|The G17 equipped with the Flux Brace.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
A stylized [[Glock 18]] appears as the &amp;quot;X13 Auto&amp;quot;, as part of the XRK pistol platform, and features its fire selector on the right side of the slide instead of the left, as well as sporting a tan finish. It has the same Gen 5 MOS FS setup as the &amp;quot;X12&amp;quot;, even though the real Glock 18 isn't known to exist in this configuration. Other differences from the &amp;quot;X12&amp;quot; include a different grip texture and a tritium front sight. Of note, the &amp;quot;X12&amp;quot;, &amp;quot;X13&amp;quot;, and MW19's &amp;quot;X16&amp;quot; (Glock 21) feature the same relationship between their numbers as the real pistols (G17, G18, skip two, G21 / X12, X13, skip two, X16), which is almost certainly intentional.&lt;br /&gt;
&lt;br /&gt;
In the campaign it's seen used by Russian PMCs and the Mexican Army (which is inaccurate, as the latter are issued the [[Beretta 92FS]] or the [[SIG-Sauer P226]]).&lt;br /&gt;
&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|300px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
[[File:Mw22 x13 (1).jpg|thumb|none|600px|The tan Glock 18 in the gunsmith preview screen. The markings here are different from the X12, them being &amp;quot;3S-A&amp;quot; and adding an &amp;quot;AUTO&amp;quot; writing next to the serial number.]]&lt;br /&gt;
[[File:MW22 GLOCK (2).jpg|thumb|none|600px|Right side of the G18.]]&lt;br /&gt;
[[File:Mw 22 x13 (4).jpg|thumb|none|600px|Brass checking the Glock 18. Not much is different from the X12 seen above, except for the (unusable) fire selector, where red seems to be full-auto and white is semi-automatic. Or maybe it's just a safety and the gun is full-auto only, as it cannot be switched to semi-auto in gameplay.]]&lt;br /&gt;
[[File:Mw 22 x13 (2).jpg|thumb|none|600px|Another small change from the X12 are the standard iron sights, which now have a green front post.]]&lt;br /&gt;
[[File:Mw 22 x13 (3).jpg|thumb|none|600px|Reloading the empty G18 after a quick 17-round burst.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (in carbine conversion kit)===&lt;br /&gt;
Using the &amp;quot;Impact Point&amp;quot; barrel attachment places the X13 inside a carbine conversion kit. The kit resembles the [[FAB Defense KPOS Scout]] with its compact size and AR-15 style T-handle.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock KPOS Scout.jpg|thumb|none|450px|Glock pistol mounted in FAB Defense KPOS Scout.]]&lt;br /&gt;
[[File:MWII G18 KPOS (1).jpg|thumb|none|600px|The G18 KPOS imitation with the &amp;quot;X13 Coachwhip Stock, Bruen Tri-Port compensator,&amp;quot; and &amp;quot;Schlager Tango&amp;quot; folding foregrip.]]&lt;br /&gt;
[[File:Mw 22 x13 (5).jpg|thumb|none|600px|Holding an X13 Auto with the &amp;quot;Impact Point&amp;quot; carbine kit.]]&lt;br /&gt;
[[File:Mw 22 x13 (7).jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
[[File:Mw 22 x13 (6).jpg|thumb|none|600px|Pulling back on the external charging handle to release the slide on empty.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18 (3D printed)===&lt;br /&gt;
3D printed Glock pistols appear in the hands of terrorists in the post-credits scene. The pistols are likely based on the &amp;quot;X13 Auto&amp;quot; model, as they feature a selector switch on the right side of the slide.&lt;br /&gt;
&lt;br /&gt;
In the scene, a terrorist assembles a 3D printed Glock pistol in a plane cabin mid-flight by smuggling individual gun components onto the plane separately. The individual parts shown include a metal firing pin (hidden in the safety belt buckle), a metal barrel (hidden in a flashlight), a trigger (disguised in a necklace), a polymer slide and a polymer frame (both hidden on the person), and a metal magazine with ammunition (hidden underneath a plate cloche).&lt;br /&gt;
&lt;br /&gt;
Though dramatic, the scene is logistically unrealistic, as disassembled firearm components likely still would've been detected by airport security, and the insider collaboration required for hiding the gun parts on the plane in the first place likely would've also allowed for a full gun to be smuggled. Additionally, the metal parts shown would be insufficient to assemble a functional gun - while 3D-printed Glock frames do exist, they use metal fire control parts, metal springs, metal locking blocks inserted into the frame, and (perhaps most crucially) metal slides.&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P220 Elite==&lt;br /&gt;
A [[SIG-Sauer P220|SIG-Sauer P220 Elite]] with a less pronounced beaver-tail, a squared magazine release and suppressor height sights (that co-witness with optics) appears as the &amp;quot;P890&amp;quot; (or &amp;quot;Bruen .45&amp;quot; during the beta). The decocker is actually used during the inspect animation and when reholstering the pistol, when drawing it the user will cock the hammer manually, so the gun always fires in single action (in third person the gun fires the first shot double-action and the following ones single-action, this cycle resets after a few seconds). A double-action only DAK trigger group is available, removing the decocking and cocking animation and adding a fire delay, reflecting the long squeeze of the DAO trigger mechanism. At launch, the trigger was not animated during the decocking sequence, though this has since been patched. When using the double-action-only trigger group, the trigger is still incorrectly in the more rearward single action position, however. It feeds from stainless steel 8-round magazines by default, but magazine baseplates that increase the capacity to either 10 or 12 are available.&lt;br /&gt;
&lt;br /&gt;
The in-game description notes that its use of subsonic ammo hides the death skulls that appear to the enemy team, and as it's not using any sort of &amp;quot;special&amp;quot; ammo type in-game this implies that ''all'' weapons using .45 ACP (which is inherently subsonic) will hide enemy death skulls.&lt;br /&gt;
&lt;br /&gt;
Like the two Glock variants, the P220 features a slide equipped with a cut for micro red dot optics (that mount directly onto the slide, instead of having different plates between the slide and the optic, which would mean that either all the MRDs in the game share the same mounting system or the cut is universal), a feature not available out of the box on the real SIG.&lt;br /&gt;
&lt;br /&gt;
It seems to be a favorite of various members of TF 141 and US MARSOC in &amp;quot;Capture or Kill&amp;quot; are seen with the pistols in their holsters instead of the more fitting M45A1 or the Glock 19 (which could have been made as the X14 in-game).&lt;br /&gt;
[[File:P220 Elite.jpg|thumb|none|300px|SIG-Sauer P220 Elite - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 preview.jpg|thumb|none|600px|The SIG in the gunsmith preview screen.]]&lt;br /&gt;
[[File:P220 MWII idle.jpg|thumb|none|600px|The player character holds his P220 at the ready.]]&lt;br /&gt;
[[File:P220 MWII ADS.jpg|thumb|none|600px|Aiming down the three-dot night sights.]]&lt;br /&gt;
[[File:P220 MWII inspect1.jpg|thumb|none|600px|Holding the P220 up for a good look at the fictional Bruen markings.]]&lt;br /&gt;
[[File:P220 MWII inspect2.jpg|thumb|none|600px|Checking the magazine. Note the calibre stamped on the magazine being &amp;quot;.45 APC&amp;quot;.]]&lt;br /&gt;
[[File:P220 MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:P220 MWII reload1.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:P220 MWII reload2.jpg|thumb|none|600px|Reloading from empty. The empty magazine needs a little help to get out. This doesn't happen with the &amp;quot;Fast Hands&amp;quot; perk.]]&lt;br /&gt;
[[File:P220 MWII reload3.jpg|thumb|none|600px|Racking the slide on a fresh magazine.]]&lt;br /&gt;
[[File:Sig p220 dak.jpg|thumb|none|300px|SIG-Sauer P220 with DAK trigger group - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 dak.jpg|none|thumb|600px|Reloading a tricked-out P220 DAK with a LAM, extended magazine, Trijicon RMR-inspired red dot sight and custom grips. Note that it still retains the decocking lever, something that the real one doesn't have.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 X-Six===&lt;br /&gt;
Fitting the P220 with the &amp;quot;Matuzek Cottonmouth Barrel&amp;quot; (which is stated to be 140mm long, while the X-Six's is 153mm long), the &amp;quot;Bruen RSH-80 Grip&amp;quot; and the &amp;quot;XRX Heavy V3&amp;quot; trigger group will make it somewhat resemble the P220 X-Six, retaining the double-action trigger mechanism and black standard frame.&lt;br /&gt;
[[File:P220 X-Six II.jpg|thumb|none|300px|SIG-Sauer P220 X-Six II - .45 ACP]]&lt;br /&gt;
[[File:MWII P220x6.jpg|thumb|none|600px|Left side of the poor man's P220 X-Six.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer P220 Carry===&lt;br /&gt;
Using the &amp;quot;Matuzek Venom&amp;quot; barrel on the P220 will turn it into a P220 Carry, although with a bit of a stylized slide.&lt;br /&gt;
[[File:Sig p220 carry.jpg|thumb|none|300px|SIG-Sauer P220 Carry - .45 ACP]]&lt;br /&gt;
[[File:Mw22 p220 c.jpg|thumb|none|600px|Right side view of the P220 Carry.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 500==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 500]] appears as the &amp;quot;Basilisk&amp;quot; (or &amp;quot;Centum 5&amp;quot; in pre-release). The barrel appears to be somewhere between the 4 and 8 inch barrel options for the real Model 500, most likely 6 inches. Similar to [[Battlefield 2042]]'s Taurus Raging Hunter, unfired rounds in the chamber are retained while reloading. Having the &amp;quot;Fast Reload&amp;quot; perk or &amp;quot;Akimbo&amp;quot; attachment omits retaining rounds entirely, but keeps it in the player's ammunition pool.&lt;br /&gt;
&lt;br /&gt;
[[File:Magnum 50cal 500.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 500 (8.75&amp;quot; Barrel) - .500 S&amp;amp;W Magnum]]&lt;br /&gt;
[[File:SW500 MWII gunsmith.jpg|thumb|none|600px|The Model 500 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:SW500 MWII gunsmith2.jpg|thumb|none|600px|&amp;quot;Bryson 780&amp;quot; and place of manufacture stamped on the sideplate.]]&lt;br /&gt;
[[File:SW500 MWII ADS.jpg|thumb|none|600px|The player character draws a bead with his Smith and Wesson hand cannon.]]&lt;br /&gt;
[[File:SW500 MWII idle.jpg|thumb|none|600px|Wielding the &amp;quot;Basilisk&amp;quot; in game. The in-game model is undersized, as it's almost the same size as the [[Call of Duty: Modern Warfare 2#Colt Anaconda|Anaconda .44 from the original Modern Warfare 2]]. In reality, the S&amp;amp;W Model 500 is an X-Frame revolver: substantially larger than the Colt Anaconda and even the Desert Eagle.]]&lt;br /&gt;
[[File:SW500 MWII inspect1.jpg|thumb|none|600px|The player character admires the stainless steel polish of the &amp;quot;Basilisk&amp;quot;, mid-Revolver Ocelot imitation. Having the gun empty twirls the revolver for a little longer than it was when loaded.]]&lt;br /&gt;
[[File:SW500 MWII inspect2.jpg|thumb|none|600px|A brief glimpse of the right hand side of the revolver. Note that the markings imply the in-universe name of the Basilisk is the &amp;quot;Bryson 780&amp;quot;.]]&lt;br /&gt;
[[File:SW500 MWII reload1.jpg|thumb|none|600px|Dumping the fired casings out of the cylinder.]]&lt;br /&gt;
[[File:SW500 MWII reload2.jpg|thumb|none|600px|Reloading new rounds into the cylinder via a speedloader.]]&lt;br /&gt;
[[File:SW500 MWII reload3.jpg|thumb|none|600px|Without Fast Reload, partial reloads have the player character retain the unfired rounds:&amp;lt;li&amp;gt;At 1 or 2 rounds fired, the operator pats the ejector rod to loosen the fired rounds and manually replaces them, leaving the unfired rounds in the cylinder.&amp;lt;li&amp;gt;At 3 or 4 rounds fired, the operator lifts the cylinder to drop out and retain the unfired round(s), before ejecting and reloading the rest of the cylinder.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;The primers will always appear as intact, however.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==AR-57==&lt;br /&gt;
A short-barreled [[AR-57]] appears as the &amp;quot;FSS Hurricane&amp;quot; as an SMG in the &amp;quot;M4 Platform&amp;quot;. It is depicted with a traditional AR-15 style charging handle at the rear and as capable of being chambered from empty with the existing bolt release, whereas the real AR-57 has a right-side charging handle (that can be changed to the left with the bolt release removed from the lower receiver) and no ability to lock the bolt open. The handguard is also different, instead of a quad-rail it seems to be based on an M-LOK system, probably based on the Gen 2 handguard (although the Gen 2 handguard is still a quad-rail design with cooling slits, not a proper M-LOK design). It's fitted with a Troy M7A1 PDW stock and seems to use the same SIG-inspired lower receiver as the &amp;quot;M4&amp;quot; with an A2 grip by default, options to change the stock and grip are available, as they are shared with the M4 platform.&lt;br /&gt;
&lt;br /&gt;
On a related note, it is not the first time that the AR-57 was conceived into the ''Call of Duty'' series, as it was planned to be added in ''[[Call of Duty: Black Ops II|Black Ops II]]'' as a [[Talk:Call of Duty: Black Ops II#AR-57|usable weapon]]. It was however, eventually replaced by a [[Call of Duty: Black Ops II#&amp;quot;PDW-57&amp;quot;|fictional variant]] of the P90 before the game's release.&lt;br /&gt;
&lt;br /&gt;
[[File:AR57 short barrel on BHI lower.jpg|thumb|none|450px|AR-57 with short barrel on a BHI lower receiver - 5.7x28mm]]&lt;br /&gt;
[[File:MW22 AR57.jpg|thumb|none|600px|The AR-57 in the loadout screen. Note the non-standard charging handle and the bolt release paddle, which actually works and sticks out when the gun is empty. How this is possible is unclear, as P90 magazines don't have a hold open device.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The AR-57 upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, in the first row of attachments and just above the FightLite MCR upper.]]&lt;br /&gt;
[[File:AR57 MWII idle.jpg|thumb|none|601px|Lionel Messi (yes, that one) wields an AR-57 in a legally distinct version of the real life Conservatorium Hotel in Amsterdam.]]&lt;br /&gt;
[[File:AR57 MWII ADS.jpg|thumb|none|601px|Aiming down the sights of the AR-57 - these are shared by most of the AR pattern weapons in-game.]]&lt;br /&gt;
[[File:AR57 MWII inspect1.jpg|thumb|none|601px|Flicking the fire selector.]]&lt;br /&gt;
[[File:AR57 MWII inspect2.jpg|thumb|none|601px|Inspecting the AR-57 - checking out the fancy QR code sticker and the partially-depleted magazine in this instance.]]&lt;br /&gt;
[[File:AR57 MWII reload1.jpg|thumb|none|601px|Interestingly, it reloads by default with the right hand (the left thumb depresses the mag release). Here an empty magazine is withdrawn and tossed aside.]]&lt;br /&gt;
[[File:AR57 MWII reload2.jpg|thumb|none|601px|A new one is laid in, and the user yanks the charging handle back.]]&lt;br /&gt;
[[File:MWII AR-57 (1).jpg|thumb|none|600px|With Fast Hands, the operator instead grasps the mag release and flicks aside the P90 mag.]]&lt;br /&gt;
[[File:MWII AR-57 (2).jpg|thumb|none|600px|Left-handing in a new one.]]&lt;br /&gt;
[[File:MWII AR-57 (3).jpg|thumb|none|600px|And palming the rather dubiously functioning bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
A stylized [[FN P90 TR]] (inspired by some blueprints from ''Modern Warfare'' with the grip design based on that of the [[Magpul PDR-C]]) appears as the &amp;quot;PDSW 528&amp;quot; as part of the Tactique Defense platform. The &amp;quot;528&amp;quot; designation is an abridgement of its '''5'''.7x'''28'''mm caliber. The stylized magazine from those blueprints is now transparent, and tracks the feeding ammunition. The P90 TR can be turned into a regular P90 with its integrated optic, however unlike MW19 this attachment isn't in the Optic category, but rather a new &amp;quot;Rail&amp;quot; category that allows for three different upper receivers: The (stylized) P90 TR upper by default, the P90 upper with optic, or the aftermarket EFFEN 90 upper with a tiny low profile rail. Equipping the integrated optic upper blocks use the optics attachment category. The longer-than-normal barrel can be returned to its proper length with the “9.5&amp;quot; Duke-30” barrel attachment. &lt;br /&gt;
&lt;br /&gt;
It only fires in full auto in-game; the selector functionality is absent. &lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:MagpulpdrC.jpg|thumb|none|400px|Magpul PDR-C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 p90 (1).jpg|thumb|none|600px|The &amp;quot;PDSW 528&amp;quot; in the gunsmith screen. The barrel is noticeably longer and the grips are more angular compared to the real gun.]]&lt;br /&gt;
[[File:P90 MWII ADS.jpg|thumb|none|600px|The player character wielding the legally distinct FN P90 TR inside the pitstop of a (legally distinct) Marina Bay Street Circuit, located in Singapore.]]&lt;br /&gt;
[[File:P90 MWII idle.jpg|thumb|none|600px|Much like MW2019, the magazine is translucent and dynamically tracks how many rounds are modelled in the magazine.]]&lt;br /&gt;
[[File:P90 MWII inspect1.jpg|thumb|none|600px|Reading the fine print on the stock of the gun.]]&lt;br /&gt;
[[File:P90 MWII inspect2.jpg|thumb|none|600px|Taking a peek at the bolt and breech during the inspect animation.]]&lt;br /&gt;
[[File:P90 MWII reload1.jpg|thumb|none|600px|Reloading is performed in the same way as the previous Modern Warfare title.]]&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:Mw22 p90 (2).jpg|thumb|none|600px|The absolutely-not-a-P90 in the gunsmith screen.]]&lt;br /&gt;
[[File:Effen90.jpg|thumb|none|400px|FN P90 with EFFEN 90 upper reciever - 5.7x28mm]]&lt;br /&gt;
[[File:MWII P90 Effen.jpg|thumb|none|600px|An EFFEN P90 built with the 9.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94A3==&lt;br /&gt;
The &amp;quot;Lachmann Sub&amp;quot; is a [[Heckler &amp;amp; Koch HK94A3]] chopped and converted to resemble an [[MP5A5]]. The giveaway is that, along with other guns in the &amp;quot;Lachmann Meer&amp;quot; platform (which is clearly supposed to represent the Heckler &amp;amp; Koch roller-delayed family of weapons), it lacks a paddle magazine release, leaving only the (extended) button release. The game's HK94 has a 3-round burst trigger group installed, as well as an MP5's barrel with attachment lugs. Curiously enough, the trigger group lacks a semi-auto position; accordingly, the weapon can be switched between full-auto and three-round burst during gameplay, but not semi-auto. The in-game weapon also sports a strange cylindrical charging handle that differs from the other weapons in its family.&lt;br /&gt;
15, 30 (the default one) and 40 round metal magazines are available, along with a 50 round drum inspired by the Magpul PMAG D-50 MP.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lachmann Pulsar&amp;quot; barrel attachment gives it a short barrel approximating that of an [[MP5K]]. The &amp;quot;LM Cronus Grip&amp;quot; gives it the same [[PTR 9KT]]-style trigger group as the one seen on ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]''’s MP5 blueprints, with the triangular parts still facing the wrong directions, but this time the selector markings are &amp;quot;S-3-F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HK94A3 is mostly used by the Las Almas Cartel and Colonel Vargas' &amp;quot;Los Vaqueros&amp;quot; federal special forces unit in the campaign story.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K94Conversion.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK94A3 converted to full-auto fire, with shortened barrel and added third firing position on trigger pack - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A5, for comparison - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5 (1).jpg|thumb|none|600px|The faux-MP5's left side in the gunsmith screen.]]&lt;br /&gt;
[[File:Mw22 mp5 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:HK94A3 MWII idle.jpg|thumb|none|600px|The player character wanders the town square with his pseudo-HK94A3.]]&lt;br /&gt;
[[File:HK94A3 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. In a regression from the previous Modern Warfare, the &amp;quot;Lachmann Sub&amp;quot; has fallen victim to the videogame trend of HK guns with the front sight having the top half inexplicably missing.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect1.jpg|thumb|none|600px|Inspecting the submachine gun by taking out the magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII inspect2.jpg|thumb|none|600px|Pulling the bolt back for a brass check. Note the extended magazine release, which explains how the player character is able to use it so easily, as standard button releases on civilian HK roller delayed guns are infamous for being very hard to reach with the trigger finger for many people.]]&lt;br /&gt;
[[File:HK94A3 MWII reload1.jpg|thumb|none|600px|Tactical reload performed with the charging handle locked back. This action, shared with all the guns in the &amp;quot;Lachmann-Meer&amp;quot; platform, doesn't eject a round for some reason.]]&lt;br /&gt;
[[File:HK94A3 MWII reload2.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:HK94A3 MWII reload3.jpg|thumb|none|600px|The nigh mandatory HK slap performed on the charging handle.]]&lt;br /&gt;
[[File:H&amp;amp;KSP89.jpg|thumb|none|350px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MP5KA3 superimposed 15rds.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K with Navy trigger group and 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MWII SP89K (0).jpg|thumb|none|600px|A SP89/MP5K style build in Gunsmith, with the Lachmann Pulsar barrel, LM Stockless mod, and TV Wrecker foregrip. The barrel assembly is quite noticeably longer than an actual MP5K.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK94A2===&lt;br /&gt;
Using the &amp;quot;Lachmann S76 Factory Stock&amp;quot; will turn the weapon into an HK94A2. Another attachment with a slightly different shape, the &amp;quot;Meer Recoil-56 Factory Stock&amp;quot;, is available.&lt;br /&gt;
[[File:HK 94A2chopped.jpg|none|thumb|450px|Heckler &amp;amp; Koch HK94A2 converted to full-auto fire with shortened barrel - 9x19mm]]&lt;br /&gt;
[[File:Mw22 mp5a2.jpg|thumb|none|600px|What wants to be an [[MP5A4]] in the gunsmith screen.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A fictionalized [[Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;VEL 46&amp;quot; as part of the LMP platform.&lt;br /&gt;
It feeds from 40 round magazines by default, and 30 round stylized magazines, a fictional quadstack 50 rounder and 60 round drum are available to extend the gun's capacity.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW22 MP7.jpg|thumb|none|600px|The MP7A2 in the loadout screen. Note that some parts are actually modeled more correctly than the ''Modern Warfare'' counterpart, such as the trigger guard and the stock.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|An MP7A2 on the left with a custom stock and a longer barrel.]]&lt;br /&gt;
[[File:MP7 MWII idle.jpg|thumb|none|600px|The &amp;quot;VEL 46&amp;quot; in the hands of the player character.]]&lt;br /&gt;
[[File:MP7 MWII ADS.jpg|thumb|none|600px|Aiming down the sights. The iron sights are similar to the last game, using the pistol style notch sights in the raised position.]]&lt;br /&gt;
[[File:MP7 MWII inspect1.jpg|thumb|none|600px|Inspecting the MP7. Note the addition of a Performance Services Generation 2 Butt Stock Quick Detach Sling Mount.]]&lt;br /&gt;
[[File:MP7 MWII inspect2.jpg|thumb|none|600px|Inspecting the magazine, full of 4.6x30mm rounds...]]&lt;br /&gt;
[[File:MP7 MWII inspect3.jpg|thumb|none|600px|...and performing a chamber-check.]]&lt;br /&gt;
[[File:MP7 MWII reload1.jpg|thumb|none|600px|Reloading the MP7.]]&lt;br /&gt;
[[File:MP7 MWII reload2.jpg|thumb|none|600px|Magazine retention reload.]]&lt;br /&gt;
[[File:MP7 MWII reload3.jpg|thumb|none|600px|Ejecting an empty mag, inserting a new mag, before hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec TEC-9]] will be added during Season 3.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The Gen I/Gen II hybrid [[KRISS Vector]] from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'' returns as the &amp;quot;Fennec 45&amp;quot;, still missing the piece that connects the pistol grip and the receiver, which is once again too small to accommodate the Super-V recoil dampening system the real Vector is known for. As with the P220 pistol, killing opponents with the Vector will hide death skull indicators with its subsonic .45 ammunition.&lt;br /&gt;
&lt;br /&gt;
The default magazines for the Fennec are KRISS MagEx2's with a 30 round capacity. The two other magazine options are a 13-round Glock 21 magazine underloaded to 12 rounds (it actually does have one less witness hole, a very nice detail) which converts the Fennec to 2-round burst, and a Magpul D-50 9mm Glock drum magazine adapted to .45 ACP and with a 45 round capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon has an extended barrel and handguard, the former similar in length to the 8&amp;quot; export model only available in Ukraine, and the latter seemingly inspired by the KRISS MK1 Modular Rail. Barrel customization options include the “5.5&amp;quot; Fennec Minitac” (a standard Vector's 5.5&amp;quot; barrel), “FTac 8.5&amp;quot; Recon” (actually a 6.5&amp;quot; barrel with a stylized MK5 Modular Rail), and &amp;quot;Fennec Covert Force&amp;quot; (a barrel shroud based on a Vector CRB Enhanced, depicted as an integral suppressor in-game).&lt;br /&gt;
&lt;br /&gt;
Stock options include the &amp;quot;Agile Assault-7 Stock&amp;quot; (based on the early TDI Vector prototype stock) and the &amp;quot;FTac Stock Cap&amp;quot; (a Vector SDP's quick-detach sling swivel).&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Vector Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW22 VECTOR.jpg|thumb|none|600px|The Vector in the loadout screen. Note the extended barrel and rail, and the two-tone finish that distinguish it from Modern Warfare's model. Another difference is that the pistol grip now has Vector Gen II ribs at the rear.]]&lt;br /&gt;
[[File:Vector MWII idle.jpg|thumb|none|600px|The player character wielding a &amp;quot;Fennec&amp;quot;.]]&lt;br /&gt;
[[File:Vector MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vector MWII inspect1.jpg|thumb|none|600px|Inspecting the Vector.]]&lt;br /&gt;
[[File:Vector MWII inspect2.jpg|thumb|none|600px|Brass check leaving the player character wondering just how the bolt fits into the far too narrow gap between the magwell and the trigger group.]]&lt;br /&gt;
[[File:Vector MWII reload1.jpg|thumb|none|600px|Reloading mid magazine.]]&lt;br /&gt;
[[File:Vector MWII reload2.jpg|thumb|none|600px|The player character fumbles the insertion a bit mid reload.]]&lt;br /&gt;
[[File:Vector MWII reload3.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Vector SDP Gen II - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector SDP (1).jpg|thumb|none|600px|A Vector SDP configuration with the &amp;quot;Double Tap&amp;quot; short magazines.]]&lt;br /&gt;
[[File:Vector CRB Enhanced Defiance.jpg|thumb|none|450px|KRISS USA Vector CRB Enhanced, Gen II version with Defiance M4 stock - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MWII Vector CRB (1).jpg|thumb|none|600px|And a Vector CRB imitating the reference image.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] returns from ''Modern Warfare'' as the &amp;quot;Minibak&amp;quot;, now with a more correctly modeled receiver, forend and stock. It still uses the earlier Bizon-1's 64-round helical magazine by default, but this time with the magazine front attachment point of the Bizon-2.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW22 BIZON.jpg|thumb|none|600px|The Bizon in the loadout screen.]]&lt;br /&gt;
[[File:Bizon MWII idle.jpg|thumb|none|600px|The Russian SMG in the hands of a SPECGRU soldier.]]&lt;br /&gt;
[[File:Bizon MWII ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:Bizon MWII inspect1.jpg|thumb|none|600px|Inspecting the Bizon.]]&lt;br /&gt;
[[File:Bizon MWII inspect2.jpg|thumb|none|600px|Checking the helical magazine.]]&lt;br /&gt;
[[File:Bizon MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:Bizon MWII reload3.jpg|thumb|none|600px|Throwing away an empty magazine.]]&lt;br /&gt;
[[File:Bizon MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;Vaznev-9K&amp;quot;. It is fitted with a railed AK-100 series polymer style forend. Prior to the Season 1 update, the Vityaz could not accept any underbarrel accessories in multiplayer. Vityazs with underbarrel grips can be found in the Campaign in the hands of Al-Qatala and Russian PMCs.&lt;br /&gt;
&lt;br /&gt;
In addition to the standard 30-round stick mag the gun feeds from by default, the Vityaz can accept fictional quad-stack 45-round magazines. It can also be modified with a [[Saiga 9]]'s 367mm barrel via the &amp;quot;SA Response III&amp;quot; barrel attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:Izhmash PP-19-01 Vityaz.jpg|thumb|none|450px|PP-19-01 &amp;quot;Vityaz-SN&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:MW22 VITYAZ.jpg|thumb|none|600px|The Vityaz in the loadout screen.]]&lt;br /&gt;
[[File:Vityaz MWII idle.jpg|thumb|none|600px|A KORTAC operator wields a PP-19-01.]]&lt;br /&gt;
[[File:Vityaz MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Vityaz MWII inspect1.jpg|thumb|none|600px|Inspecting the Vityaz.]]&lt;br /&gt;
[[File:Vityaz MWII inspect2.jpg|thumb|none|600px|Checking the magazine]]&lt;br /&gt;
[[File:Vityaz MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a brass check.]]&lt;br /&gt;
[[File:Vityaz MWII reload1.jpg|thumb|none|600px|The player character performs a magazine retention tactical reload.]]&lt;br /&gt;
[[File:Izhmash Saiga-9.jpg|thumb|none|450px|Saiga 9 - 9x19mm]]&lt;br /&gt;
[[File:MWII Saiga-9 (1).jpg|thumb|none|600px|The Vaznev with the SA Response III civilian style barrel.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
A [[SIG-Sauer MPX]] Gen 2 with a stock inspired by the SIG PSB collapsible brace appears as the &amp;quot;BAS-P&amp;quot;. It is Alejandro Vargas' main weapon throughout the campaign, and was added to multiplayer on Season 1. It is part of the &amp;quot;Bruen Ops&amp;quot; platform, suggesting that the in-game manufacturer Bruen (which also manufactures the Bruen Bullpup/AUG platform) is a mishmash of SIG and Steyr.&lt;br /&gt;
&lt;br /&gt;
The optional barrels are the following: “12&amp;quot; Bruen SZ-36” (a fictional-length barrel with a Midwest Industries-style M-LOK handguard), “10.5&amp;quot; Bruen Typhon” (an integrally suppressed barrel with an MPX Gen 1 style handguard), “6.5&amp;quot; Bruen Drake” (a 6.5&amp;quot; barrel with a factory MPX-style M-LOK handguard), and “4&amp;quot; Thunderfire” (an [[SIG-Sauer MPX K|MPX K]]'s 4.5&amp;quot; barrel).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|450px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MW22 MPX.jpg|thumb|none|600px|The MPX in the loadout screen.]]&lt;br /&gt;
[[File:MWII-MPX-1.jpg|thumb|none|600px|Alejandro Vargas holding an MPX.]]&lt;br /&gt;
[[File:MPX MWII idle.jpg|thumb|none|600px|The player character handling a SIG-Sauer MPX in MWII's take on the Shoothouse map from MW2019.]]&lt;br /&gt;
[[File:MPX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at the KORTAC spawn side of Shoothouse.]]&lt;br /&gt;
[[File:MPX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;BAS-P&amp;quot;.]]&lt;br /&gt;
[[File:MPX MWII inspect2.jpg|thumb|none|600px|Performing a brass check, magazine in hand.]]&lt;br /&gt;
[[File:MPX MWII reload1.jpg|thumb|none|600px|Reloading halfway through a magazine.]]&lt;br /&gt;
[[File:MPX MWII reload2.jpg|thumb|none|600px|The end result of emptying a magazine at the wall, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File:MPX MWII reload3.jpg|thumb|none|600px|Flinging the empty mag out with a fresh magazine ready to go.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-SD===&lt;br /&gt;
Equipping the “10.5&amp;quot; Bruen Typhon” barrel turns the weapon into an [[SIG-Sauer MPX#SIG-Sauer MPX-SD|MPX-SD]].&lt;br /&gt;
[[File:MPX-SD Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX-SD, Gen 1 - 9x19mm]]&lt;br /&gt;
[[File:MWII MPX-SD (1).jpg|thumb|none|600px|The MPX-SD configuration in the loadout preview.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX K===&lt;br /&gt;
Using the “4&amp;quot; Thunderfire” barrel turns the gun into an [[SIG-Sauer MPX K|MPX K]].&lt;br /&gt;
[[File:SIG MPX K.jpg|thumb|none|400px|SIG-Sauer MPX K, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MWII MPX-K (1).jpg|thumb|none|600px|An MPX K with the &amp;quot;BR Stockless Mod&amp;quot;, &amp;quot;Bruen Flash&amp;quot; pistol grip, and a 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears as the &amp;quot;MX9&amp;quot;, fed by 25- and 32-round stylized [[Steyr MPi 69/81]] magazines.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW22 AUG PARA.jpg|thumb|none|600px|The AUG Para in the loadout screen. The bottom of the stock is modeled more correctly than the ''Modern Warfare'' version.]]&lt;br /&gt;
[[File:AUG9mm MWII idle.jpg|thumb|none|600px|The player character and their AUG submachine gun.]]&lt;br /&gt;
[[File:AUG9mm MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect1.jpg|thumb|none|600px|Inspecting the magazine.]]&lt;br /&gt;
[[File:AUG9mm MWII inspect2.jpg|thumb|none|600px|Brass check.]]&lt;br /&gt;
[[File:AUG9mm MWII reload1.jpg|thumb|none|600px|The AUG A3 9mm has an entirely new reload compared to the last game - it now reloads in a tactical retention manner akin to most other weapons in-game.]]&lt;br /&gt;
[[File:AUG9mm MWII reload2.jpg|thumb|none|600px|The charging handle is also not locked back on empty reloads on this variant.]]&lt;br /&gt;
[[File:AUG9mm MWII reload3.jpg|thumb|none|600px|After inserting a fresh magazine into an empty AUG 9mm, the player character will rack the charging handle to chamber a round. With the &amp;quot;Fast Hands&amp;quot; perk, this will be replaced with a press of the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears as the &amp;quot;Expedite 12.&amp;quot; It is used by Shadow Company and Task Force 141 members in the story.&lt;br /&gt;
&lt;br /&gt;
The first port-loaded shell in a reload sequence will play a slower animation showing the player character palming the shell before loading it. This does not happen with the &amp;quot;Fast Reload&amp;quot; perk. Customization options include a 14&amp;quot; short barrel, longer competition-style magazine tube, railed and slim forends and a variety of stock options including a field stock option, collapsed and extended stock and a fixed pistol grip stock combination. Interestingly, it is capable of firing Dragon's Breath shells with no issues; while the M4 can fire such shells, they have difficulty powering a semi-automatic shotgun action as they are considered low-power rounds, as such they require manual cycling.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli M4 Tactical.jpg‎|thumb|none|450px|Benelli M4 Tactical with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014.jpg|thumb|none|600px|The Benelli in the loadout screen.]]&lt;br /&gt;
[[File:M4super90 MWII gunsmith.jpg|thumb|none|600px|The M4 Super 90 in the weapon inspect menu.]]&lt;br /&gt;
[[File:M4super90 MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields his &amp;quot;Expedite 12&amp;quot; on the Mexican-American border.]]&lt;br /&gt;
[[File:M4super90 MWII ADS.jpg|thumb|none|600px|Aiming through the Benelli's sights.]]&lt;br /&gt;
[[File:M4super90 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun.]]&lt;br /&gt;
[[File:M4super90 MWII inspect2.jpg|thumb|none|600px|The inspect animation continues with a flashy ejection of the shell currently chambered.]]&lt;br /&gt;
[[File:M4super90 MWII inspect3.jpg|thumb|none|600px|Examining the 12 gauge buckshot shell, produced by the in-universe manufacturer &amp;quot;Corvus Arms&amp;quot;.]]&lt;br /&gt;
[[File:M4super90 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube with some fresh shells.]]&lt;br /&gt;
[[File:M4super90 MWII reload2.jpg|thumb|none|600px|The bolt locked back after emptying the magazine at a border crossing checkpoint.]]&lt;br /&gt;
[[File:M4super90 MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber, before loading up the magazine tube. ]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|450px|Benelli M4 NFA (short barreled version) with collapsed stock - 12 gauge]]&lt;br /&gt;
[[File:MWII M4 NFA (1).jpg|thumb|none|600px|Preview of the M4 NFA short configuration.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
The [[Over and Under Shotgun|Browning Citori 725]] returns as the &amp;quot;Lockwood 300&amp;quot;, with an altered handguard and stock compared to the ''Modern Warfare'' rendition. It is still used as an apparently favored weapon by Al-Qatala in the story.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW22 LOCKWOOD.jpg|thumb|none|600px|The 725 in the loadout screen.]]&lt;br /&gt;
[[File:725 MWII gunsmith.jpg|thumb|none|600px|The Browning Citori 725 in the weapon preview menu.]]&lt;br /&gt;
[[File:725 MWII idle.jpg|thumb|none|600px|The O/U shotgun held in the hands of a multiplayer character.]]&lt;br /&gt;
[[File:725 MWII ADS.jpg|thumb|none|600px|Aiming down the sight rib at the rear of a panel van.]]&lt;br /&gt;
[[File:725 MWII inspect1.jpg|thumb|none|600px|Inspecting the shotgun by popping open the breech a tad.]]&lt;br /&gt;
[[File:725 MWII inspect2.jpg|thumb|none|600px|Reading the engraved trade dress.]]&lt;br /&gt;
[[File:725 MWII reload1.jpg|thumb|none|600px|Reloading the double barrel after firing both shells.]]&lt;br /&gt;
[[File:725 MWII reload2.jpg|thumb|none|600px|Inserting two fresh shells.]]&lt;br /&gt;
[[File:725 MWII reload3.jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Corvus Masterkey&amp;quot;==&lt;br /&gt;
The underbarrel &amp;quot;12-Gauge Deputy&amp;quot; returns from ''Modern Warfare'', now under a different name. It has a new model that appears to have a Mossberg-style trigger guard, and now it can be reloaded. The reload animation is of a similar style to the Benelli M4, first (if empty) loading a shell into the chamber and pressing the bolt release, then loading three shells into the tube. The updated empty inspect animation even shows correct operation for a Benelli-style semi-automatic shotgun, showing the bolt carrier moving freely without locking back until the operator dry-fires the shotgun and racks it back, causing it to lock open. &lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect1.jpg|thumb|none|600px|The &amp;quot;Corvus Masterkey&amp;quot;, slung underneath an M203 heatshield attached to an M16.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII inspect2.jpg|thumb|none|600px|Chamber checking the underbarrel shotgun.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload1.jpg|thumb|none|600px|Unlike previous games (and IRL), the Masterkey in MWII is semiautomatic, with a last round bolt hold open.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload2.jpg|thumb|none|600px|Hitting the bolt release on a fresh shell.]]&lt;br /&gt;
[[File:CorvusMasterkey MWII reload3.jpg|thumb|none|600px|Sliding in the last three shells into the magazine tube.]]&lt;br /&gt;
&lt;br /&gt;
==Molot Vepr-12==&lt;br /&gt;
The [[Vepr-12]] was added in Season 2 as the &amp;quot;KV Broadside&amp;quot;, an addition to the &amp;quot;Kastovia&amp;quot; platform. It feeds from 8-round magazines, with the option for 12-rounders or 25-round drums, though curiously it cannot use its smaller 5-round mags, despite them already being in the game (used by the Mossberg 590M). Along with being fitted with a left side charging handle modification, the shotgun's bolt will lock open when empty when using either stick magazine, but does not lock back when using the drum. The Vepr is the first weapon outside of the Assault Rifle and Battle Rifle classes able to mount underbarrel weapons, both the GP-25 and (rather amusingly) the underbarrel shotgun.&lt;br /&gt;
There are two ways to unlock the KV Broadside:&lt;br /&gt;
1. Complete the Multiplayer Challenge: Get 50 One-shot Kills with Shotguns&lt;br /&gt;
2. Purchase a store bundle&lt;br /&gt;
&lt;br /&gt;
[[File:Vepr-12 short barrel.jpg|thumb|none|450px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:Mwiiveprpreview.jpg|thumb|none|600px|The Vepr-12 in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mwiivepr01.jpg|thumb|none|600px|Spawning with the Vepr-12, the player performs an underhand rack of the charging handle; this would be a bit less odd if said handle wasn't on the left side of the gun.]]&lt;br /&gt;
[[File:Mwiivepr0.jpg|thumb|none|600px|Gaz holding the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr1.jpg|thumb|none|600px|Examining the Vepr-12.]]&lt;br /&gt;
[[File:Mwiivepr2.jpg|thumb|none|600px|In the inspect animation the player examines the magazine before tapping it on the magwell... ]]&lt;br /&gt;
[[File:Mwiivepr3.jpg|thumb|none|600px|...then puts it back in and performs a chamber check.]]&lt;br /&gt;
[[File:Mwiivepr4.jpg|thumb|none|600px|Firing with a massive muzzle flash; given how it obscures the front sight, this appears to be coming out of the gas block, rather than the actual muzzle.]]&lt;br /&gt;
[[File:Mwiivepr5.jpg|thumb|none|600px|Ripping out the magazine while holding another during the empty &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Mwiivepr6.jpg|thumb|none|600px|And then dropping the bolt. For the standard reload the charging handle is used instead.]]&lt;br /&gt;
[[File:Mwiivepr12.jpg|thumb|none|600px|Examining a Vepr-12 equipped with a drum magazine and Dissident Arms MOD2 style handguard. When equipped with a drum magazine, both of the empty reloads only use the charging handle...]]&lt;br /&gt;
[[File:Mwiivepr14.jpg|thumb|none|600px|...as, unlike when using either box magazine option, the drum magazine-equipped Vepr-12 will still have its bolt forward when empty.]]&lt;br /&gt;
[[File:Mwiiveprshotshotgun.jpg|thumb|none|600px|&amp;quot;Yo dawg, we heard you liked shotguns.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
The [[Mossberg 590]] appears as the &amp;quot;Bryson 800&amp;quot;. Unlike the previous Modern Warfare's pump-action shotgun, this weapon is chamber-loaded upon running empty, a rare instance in the Call of Duty franchise. &lt;br /&gt;
[[File:Moss590A1.jpg|thumb|none|450px|Mossberg 590 with 5-round magazine tube and speedfeed stock - 12 gauge]]&lt;br /&gt;
[[File:MW22 Mossberg.jpg|thumb|none|600px|The Mossberg in the loadout screen.]]&lt;br /&gt;
[[File:M590 MWII gunsmith.jpg|thumb|none|600px|The Mossberg 590 in the weapon preview menu.]]&lt;br /&gt;
[[File:Mossberg590idle MWII.jpg|thumb|none|600px|The &amp;quot;Bryson 800&amp;quot; in the campaign.]]&lt;br /&gt;
[[File:Mossberg590ADS MWII.jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:M590 MWII inspect1.jpg|thumb|none|600px|Inspecting the Mossberg.]]&lt;br /&gt;
[[File:M590 MWII inspect2.jpg|thumb|none|600px|Chamber check performed.]]&lt;br /&gt;
[[File:M590 MWII reload1.jpg|thumb|none|600px|Topping off the magazine tube.]]&lt;br /&gt;
[[File:M590 MWII reload2.jpg|thumb|none|600px|Opening the action after emptying the shotgun. Note that the magazine tube follower is visible.]]&lt;br /&gt;
[[File:M590 MWII reload3.jpg|thumb|none|600px|Placing a fresh shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
===Serbu Super Shorty===&lt;br /&gt;
Equipping the “8&amp;quot; XRK CQB Barrel” and the &amp;quot;Stockless Pistol Grip&amp;quot; makes the &amp;quot;Bryson 800&amp;quot; be converted into a [[Serbu Super Shorty]] via the gunsmith.&lt;br /&gt;
[[File:Mossberg Serbu.jpg|thumb|none|400px|Serbu Super Shorty Shotgun made from a Mossberg 500 - 12 gauge]]&lt;br /&gt;
[[File:SuperShorty MWII idle.jpg|thumb|none|600px|The player character wields a Bryson 800 converted into a Serbu Super Shorty-esque build.]]&lt;br /&gt;
[[File:SuperShorty MWII ADS.jpg|thumb|none|600px|Aiming down the sight.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect1.jpg|thumb|none|600px|Inspecting the shortened pump action.]]&lt;br /&gt;
[[File:SuperShorty MWII inspect2.jpg|thumb|none|600px|The player character performs a chamber check.]]&lt;br /&gt;
[[File:SuperShorty MWII reload1.jpg|thumb|none|600px|Topping off the tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload2.jpg|thumb|none|600px|Ejecting the last shell on a dry magazine tube.]]&lt;br /&gt;
[[File:SuperShorty MWII reload3.jpg|thumb|none|600px|Placing a new shell into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590M==&lt;br /&gt;
A [[Mossberg 590M]]-style detachable box magazine variant with a collapsible stock and a short barrel appears as the &amp;quot;Bryson 890&amp;quot;. It was apparently supposed to be a [[Vepr-12]] since it's called &amp;quot;mviktor&amp;quot; (Molot Vepr) in the game files, and it even retained the Vepr-12's magazine well and uses its correct magazines capacities as well (5, 8, and 12).&lt;br /&gt;
&lt;br /&gt;
A Los Vaqueros operative uses the 590M to breach a door in the &amp;quot;Cartel Protection&amp;quot; mission.&lt;br /&gt;
[[File:590M.jpg|thumb|none|450px|Mossberg 590M - 12 gauge]]&lt;br /&gt;
[[File:VPO-205-00.jpg|thumb|none|450px|Molot Vepr-12 VPO-205-00 - 12 gauge]]&lt;br /&gt;
[[File:MW22 M590.jpg|thumb|none|600px|The 590M in the loadout screen.]]&lt;br /&gt;
[[File:M590M MWII ADS.jpg|thumb|none|600px|The player character with the mag fed Mossberg.]]&lt;br /&gt;
[[File:M590M MWII idle.jpg|thumb|none|600px|Looking out over the night time skyline of Singapore.]]&lt;br /&gt;
[[File:M590M MWII inspect1.jpg|thumb|none|600px|Admiring the reciever of the shotgun. Note the &amp;quot;Bryson&amp;quot; markings.]]&lt;br /&gt;
[[File:M590M MWII inspect2.jpg|thumb|none|600px|Chamber check performed, explosive 12 gauge slugs confirmed.]]&lt;br /&gt;
[[File:M590M MWII inspect3.jpg|thumb|none|600px|Just to really make sure, the player character pulls the magazine out to look at its payload.]]&lt;br /&gt;
[[File:M590M MWII reload1.jpg|thumb|none|600px|Inserting a new mag during a reload.]]&lt;br /&gt;
[[File:M590M MWII reload2.jpg|thumb|none|600px|Jacking a fresh shell into the chamber and ejecting a spent hull, which is of the wrong color.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
The [[AK-103]] appears as the &amp;quot;Kastov 762&amp;quot;. The &amp;quot;Kastov&amp;quot; label implies that the rifle was developed in the fictional country of Kastovia from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''. Magazine options include the standard 30-round polymer mag, and 20 or 40 round steel magazines.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified with an [[AKM]]'s gas block and wooden handguard via the &amp;quot;KAS-7 406mm&amp;quot; barrel attachment, as well as AKM's stock via the &amp;quot;Ivanov Wood Stock&amp;quot;, while retaining the AK-103's front sight block, smooth dust cover, and folding stock hardware on the left side of the receiver. It can also be fitted with an [[AKMS]]'s underfolding stock via the &amp;quot;Prolite TL3 Stock&amp;quot;. Some of these combinations can be found in the campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:MW22 AK103 (1).jpg|thumb|none|600px|The AK-103's left side in the gunsmith preview screen. All of the modernized AKs have railed handguards. Note that the top cover is depicted with a horizontal bulge, like variants that have ribbed covers such as the AKM.]]&lt;br /&gt;
[[File:MW22 AK103 (2).jpg|thumb|none|600px|The rifle's right side.]]&lt;br /&gt;
[[File:MW22 AK103 (3).jpg|thumb|none|600px|Idle-ing with the AK in hand.]]&lt;br /&gt;
[[File:MW22 AK103 (4).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW22 AK103 (5).jpg|thumb|none|600px|Checking the load on the magazine.]]&lt;br /&gt;
[[File:MW22 AK103 (6).jpg|thumb|none|600px|And doing a press check.]]&lt;br /&gt;
[[File:MW22 AK103 (7).jpg|thumb|none|600px|Swapping magazines. Unlike the 5.45 variants, the AK-103 (and the RPK when using box magazines) re-uses the reloading animations from MW19's AK-47.]]&lt;br /&gt;
[[File:MW22 AK103 (8).jpg|thumb|none|600px|Flicking out an old magazine with a fresh one.]]&lt;br /&gt;
[[File:MW22 AK103 (9).jpg|thumb|none|600px|And charging the action with a tacticool under-hand sweep.]]&lt;br /&gt;
[[File:MWII-Trailer-AK103.jpg|thumb|none|600px|An Al-Qatala armored NPC in the Warzone 2.0 trailer.]]&lt;br /&gt;
[[File:MWII AK-103 Farah.jpg|thumb|none|600px|Farah wields a custom AK in &amp;quot;Violence and Timing,&amp;quot; equipped with a shiny underfolder and a mix of both -103 and -104 gas tubes.]]&lt;br /&gt;
[[File:Ak103specops.jpg|thumb|none|450px|AK-103 with AKM style wood furnishings, similar to the one seen in ''[[Spec Ops: The Line]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (1).jpg|thumb|none|600px|An AKM lookalike in the gunsmith preview screen.]]&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[File:MWII AK underfolding.jpg|thumb|none|600px|An AKMS-style build in the gunsmith preview screen - note the unusual look of the underfolding stock with the original side folding hardware still present.]]&lt;br /&gt;
[[File:Mw22 ak thing (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
&lt;br /&gt;
===AK-104===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 343&amp;quot; barrel turns the weapon into an [[AK-104]].&lt;br /&gt;
[[File:Ak104.jpg|thumb|none|450px|AK-104 - 7.62x39mm]]&lt;br /&gt;
[[File:Mw22 ak thing (3).jpg|thumb|none|600px|An AK-104 in the gunsmith preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==AK-105==&lt;br /&gt;
An [[AK-105]] with light tan furniture and magazines appears as the &amp;quot;Kastov 545&amp;quot;. It employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty. &lt;br /&gt;
&lt;br /&gt;
The default magazines are tan 30-rounders (6L23) and alternative options include 20-round black polymer mags, a 45-round classic red 6L18 magazine and a 60-round quad-stack black magazine (6L31).&lt;br /&gt;
[[File:AK-105.jpg|thumb|none|450px|AK-105 - 5.45x39mm]]&lt;br /&gt;
[[File:MW22 AK105.jpg|thumb|none|600px|An AK-105 in the loadout screen, which has a tan version of the Picatinn-ized polymer AK handguard.]]&lt;br /&gt;
[[File:MWII-AK105-1.jpg|thumb|none|600px|Soap with an AK-105 in the trailer]]&lt;br /&gt;
[[File:MWII AK-105 (1).jpg|thumb|none|600px|Checking into the Breenbergh Hotel with the khaki AK-105 carbine.]]&lt;br /&gt;
[[File:MWII AK-105 (2).jpg|thumb|none|600px|The AK-105's iron sights, fairly bog-standard by now.]]&lt;br /&gt;
[[File:MWII AK-105 (3).jpg|thumb|none|600px|Flicking the selector lever to semi-auto.]]&lt;br /&gt;
[[File:MWII AK-105 (4).jpg|thumb|none|600px|Mid-Iraqi reloading - about to kick out the empty magazine.]]&lt;br /&gt;
[[File:MWII AK-105 (5).jpg|thumb|none|600px|Letting the bolt slam home and chamber a round from the newly-loaded mag.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74M===&lt;br /&gt;
Equipping the &amp;quot;Kastovia 406&amp;quot; barrel turns the weapon into an [[AK-74M]].&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AK-74M (1).jpg|thumb|none|600px|The full-length Kastov-545, with the &amp;quot;Charcoal&amp;quot; finish to try to blacken the tan parts - though only the magazine appears to have gotten a thorough treatment.]]&lt;br /&gt;
[[File:MWII AK-74M (2).jpg|thumb|none|600px|Stilleto inspecting an AK-74M (along with some stuffed animals) on the festive holiday version of Shipment.]]&lt;br /&gt;
[[File:MWII AK-74M (3).jpg|thumb|none|600px|Peering into the mag - this one's loaded with black tip AP rounds.]]&lt;br /&gt;
[[File:MWII AK-74M (4).jpg|thumb|none|600px|The 5.45 AK variants Fast Hands reload - the new mag is brought alongside the used one, which is flicked aside.]]&lt;br /&gt;
[[File:MWII AK-74M (5).jpg|thumb|none|600px|The fast underhand charging as seen while holding ADS.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74N===&lt;br /&gt;
The rifle can be turned into a pseudo [[AKS-74|AKS-74N]], except that it retains the partly smooth top cover. This is achieved by pairing the &amp;quot;Kastov-Rama&amp;quot; stock with either the &amp;quot;Kastovia 406&amp;quot; barrel (which has a synthetic handguard) or the &amp;quot;KAS-7 406mm&amp;quot; barrel (which has a wooden handguard, along with an earlier AKM's 62 degree gas block and slant brake). The weapon can alternatively be fitted with the &amp;quot;Ivanov Wood Stock&amp;quot; to make it resemble the [[AK-74|AK-74N]].&lt;br /&gt;
&lt;br /&gt;
[[File:AKS-74 synthetic furniture.jpg|thumb|none|450px|AKS-74 with synthetic furniture - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (1).jpg|thumb|none|600px|An AKS-74N build, with an alternate grip.]]&lt;br /&gt;
[[File:AKS74.jpg|thumb|none|450px|AKS-74, early version with 62 degree gas block - 5.45x39mm]]&lt;br /&gt;
[[File:MWII AKS-74 (2).jpg|thumb|none|600px|The older style AKS-74, with the &amp;quot;Sakin Tread-40&amp;quot; muzzle brake to imitate the correct version.]]&lt;br /&gt;
[[File:MWII AK-74N (1).jpg|thumb|none|600px|The AK-74N mockup with the fixed AKM wood stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] appears as the &amp;quot;Kastov-74u&amp;quot;. It is specifically the AKS-74UN variant with a side-mounted bracket for attaching optics. For the ''first'' time in the Call of Duty series, it is correctly classified as an assault rifle as opposed to an SMG. As with the aforementioned AK-105, it employs the &amp;quot;Iraqi reload&amp;quot; technique when reloading from empty, previously including the impossible reloading technique without the stock. As of the Season 2 update, the gun instead has a unique empty reload animation when lacking a stock, in which the player character holds the gun sideways, knocks out the old mag with the new one (held &amp;quot;upside down&amp;quot; in their hand), then rocks it in and performs and underhand pull of the bolt, similar to the ''[[Call of Duty: Modern Warfare (2019)]]'' 's [[AN-94]].&lt;br /&gt;
&lt;br /&gt;
The loadout and progression menu images show it with a polymer 7.62x39mm magazine, though an [[AKMSU]] conversion or separate weapon does not appear in the released game. At the moment the gun uses black polymer 30 round magazines (6L23) by default, 20 rounders serve as fast mags, and the same 45 round magazine available from the AK-105 (6L18) serves as the only extended option.&lt;br /&gt;
&lt;br /&gt;
The gun can be customized with ZenitCo furniture like handguards and stocks. It is a common weapon from Al-Qatala NPC forces in Al Mazrah in DMZ.&lt;br /&gt;
[[File:AKS74UN.jpg|thumb|none|450px|AKS-74UN - 5.45x39mm]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmith.jpg|thumb|none|600px|The AKS-74U in the weapon preview menu screen.]]&lt;br /&gt;
[[File:AKS-74u MWII gunsmithcustomized.jpg|thumb|none|600px|The AKS-74UN with all five Gunsmith modification slots filled. It, the Bizon, and the RPK use a side bracket mount for optics, while the AK-100 series and Vityaz use railed top covers.]]&lt;br /&gt;
[[File:AKS74U MWII idle.jpg|thumb|none|600px|Clearing out the F1 circuit facility with a bone stock AKS-74UN.]]&lt;br /&gt;
[[File:AKS74U MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:AKS74U MWII inspect1.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
[[File:AKS74U MWII inspect2.jpg|thumb|none|600px|Checking the magazine, loaded with frangible 5.45x39mm rounds. The handguard has a rail on the right side by default.]]&lt;br /&gt;
[[File:AKS74U MWII inspect3.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:AKS74U MWII reload1.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[File:AKS74U MWII reload2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:AKS74U MWII reload3.jpg|thumb|none|600px|Fresh magazine rocked in, the player character will proceed to release his grip on the bolt, letting it slam home and pick up a new round.]]&lt;br /&gt;
[[File:MwiiChiron1.jpg|thumb|none|600px|Kicking out the magazine with an odd upside down technique on the stockless AK. This updated empty reload animation is similar to MW19's AN-94.]]&lt;br /&gt;
[[File:MwiiChiron2.jpg|thumb|none|600px|Ditto.]]&lt;br /&gt;
[[File:MwiiChiron3.jpg|thumb|none|600px|Rocking in the new magazine. An underhanded rack of the bolt is preformed after this.]]&lt;br /&gt;
[[File:MWII Kastov-MSU.jpg|thumb|none|600px|The &amp;quot;Kastov-74u&amp;quot; with a 7.62x39mm magazine as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet APC556==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC556]] was added in Season 2, as the &amp;quot;ISO Hemlock&amp;quot;. The rifle is part of the &amp;quot;ISO&amp;quot; platform, connecting the APC556 to its smaller sibling, the [[Brügger &amp;amp; Thomet APC9|APC9]]/&amp;quot;ISO&amp;quot; from ''MW19''. It also shares similar Magpul MBUS styled iron sights.&lt;br /&gt;
&lt;br /&gt;
The game files refer to the weapon as &amp;quot;ar_acharlie300&amp;quot;, alluding to the APC300 variant. In addition, the ejection port is marked &amp;quot;Cal. 7.62x35mm&amp;quot; (i.e. .300 AAC Blackout), and the handguard is an elongated version of the one seen on the APC300 and early versions of the APC556 PDW. Conversely, the gas system is of APC556-esque length. The weapon is chambered in the APC556's 5.56x45mm cartridge by default, and can be modified to use the APC300's .300 Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
The ISO Hemlock can be unlocked by two ways:&lt;br /&gt;
1. Complete a Multiplayer Challenge: Get 50 Longshots with Assault Rifles&lt;br /&gt;
2. Purchase a store bundle&lt;br /&gt;
&lt;br /&gt;
[[File:APC556.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC556 with 308mm barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:APC300.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC300, for comparison - .300 AAC Blackout]]&lt;br /&gt;
[[File:Mwiihemlockgunsmith.jpg|thumb|none|600px|The &amp;quot;ISO Hemlock&amp;quot; in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemlockidle.jpg|thumb|none|600px|Operator Ronin holds the rifle on the Season 2 map Valderas Museum (a map which was originally in the beta, but due to legal issues with it being based on the real the J. Paul Getty Museum, was held back).]]&lt;br /&gt;
[[File:Mwiihemlockinspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiihemlockinspect2.jpg|thumb|none|600px|Chamber checking. This animation is also used when first equipping the weapon. Note the &amp;quot;Cal. 7.62x35mm&amp;quot; markings on the ejection port, regardless of what caliber is used.]]&lt;br /&gt;
[[File:Mwiihemlockmag.jpg|thumb|none|600px|Inserting a new magazine. Note the strange opaque windowed PMAG. Also, the text near the operator's thumb is mirrored on the other side.]]&lt;br /&gt;
[[File:Mwiihemcharging.jpg|thumb|none|600px|Tugging on the charging handle during an empty reload. Part of the operator's thumb clips into the weapon during this.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet APC556 PDW===&lt;br /&gt;
Equipping the &amp;quot;RCQ-7&amp;quot; barrel and the &amp;quot;R-COM S4&amp;quot; stock turns the weapon into an APC556 PDW.&lt;br /&gt;
&lt;br /&gt;
[[File:APC556 PDW.jpg|thumb|none|400px|Brügger &amp;amp; Thomet APC556 PDW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwiihemlockcarbinepreview.jpg|thumb|none|600px|The modifications in the gunsmith preview.]]&lt;br /&gt;
[[File:Mwiihemboltrelease.jpg|thumb|none|600px|Thumbing the bolt release during the &amp;quot;Fast Hands&amp;quot; reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 901==&lt;br /&gt;
The [[M16A4|Colt Model 901]] (which was marketed as an M16A3) appears in the game as the &amp;quot;M16&amp;quot;. It fires in three-round bursts, meaning it is intended to pass for an M16A4, but the fire selector has the Safe/Semi/Auto markings of the A3 rather than the A4's Safe/Semi/Burst. It is fitted with a KAC M5 railed handguard and feeds from the same stylized windowed PMAGs used with the &amp;quot;M4&amp;quot;. Along with the two extended magazine options available for the &amp;quot;M4&amp;quot;, the M16 can also use short 20-round GI magazines that hold 15 rounds for some reason (maybe because 20 isn't a multiple of 3 or to align it with the same magazine option seen on the HK93, which also is a 20 rounder limited to a capacity of 15).&lt;br /&gt;
&lt;br /&gt;
A properly functioning R0901-style rifle can also be achieved by modifying the &amp;quot;M4&amp;quot; mentioned below, although keeping the non-milspec upper and lower receiver.&lt;br /&gt;
&lt;br /&gt;
Numerous factions in the campaign use the Model 901 M16 rifle, including Al-Qatala, the Las Almas Cartel, and the Mexican Army.&lt;br /&gt;
&lt;br /&gt;
[[File:R0901.jpg|thumb|none|450px|Colt Model 901 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|Standard M16A4, for comparison - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 m16 (1).jpg|thumb|none|600px|The Colt Model 901 in the gunsmith preview.]]&lt;br /&gt;
[[File:Mw22 m16 (4).jpg|thumb|none|600px|Holding the M16.]]&lt;br /&gt;
[[File:Mw22 m16 (5).jpg|thumb|none|600px|Checking the magazine and verifying that it is, indeed, loaded with 5.56 ammo. Worth noting is that double feed magazines actually alternate which side the top-most cartridge is on; if the player here were to fire one round and then inspect again, they would find the top-most cartridge on the left instead of the right. Note the &amp;quot;M16A2&amp;quot; markings on the magwell, which (intentionally or not) would be correct for an M16A3, as the receiver of the real weapon is indeed marked as such.]]&lt;br /&gt;
[[File:Mw22 m16 (6).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; through the way too large carry handle rear aperture.]]&lt;br /&gt;
[[File:Mw22 m16 (7).jpg|thumb|none|600px|Reloading with a new loaded PMAG.]]&lt;br /&gt;
[[File:Mw22 m16 (8).jpg|thumb|none|600px|Smacking the ping-pong paddle. The animations are all taken from the &amp;quot;M4&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 little friend.jpg|thumb|none|600px|Soap finds himself a [[Scarface (1983)#Colt AR-15 with Fake M203 grenade launcher (a.k.a. &amp;quot;My Little Friend&amp;quot;)|Little Friend]] in the cartel's armory in &amp;quot;El Sin Nombre&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;11.5 Carbine Shroud&amp;quot; attachment gives it an AR carbine handguard/10.5&amp;quot; barrel/AR front sight, effectively turning it into a [[Mk 18 Mod 0]] when combined with one of the telescoping stock options (though it still fires in three-round bursts due to the faux M16A4 receiver).&lt;br /&gt;
[[File:Mk18SpecializedArmaments.jpg|thumb|none|450px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (3).jpg|thumb|none|600px|Combine the M16, the &amp;quot;11.5 Carbine Shroud&amp;quot; and telescopic stock and you got yourself a Mk18 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 1===&lt;br /&gt;
Fitting the M16 with the &amp;quot;11.5 T-H4 Barrel&amp;quot; and any telescoping stock will create a Mk 18 Mod 1.&lt;br /&gt;
[[File:Mk18Mod1SOPMOD.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, KAC back-up iron sights, EOTech XPS3, AN/PEQ-15 ATPIAL, vertical foregrip, and dual pressure activation switch - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 cqbr.jpg|thumb|none|600px|A Mk 18 Mod 1 customized with all the tacticool needs of a US SOCOM operator.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine handguard/14.5&amp;quot; stepped barrel/AR front sight, turning it into an [[M4A1]] (or an [[M4 Carbine|M4]] in gameplay terms).&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:Mw22 m16 (2).jpg|thumb|none|600px|The M4A1 in the loadout preview screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears as the &amp;quot;TAQ-V&amp;quot;. The default magazine is a black 20-round proprietary model; a 30-round polymer magazine inspired by the Molon Labe Industries (couldn't get a more pretentious name) offerings and a two-tone XS Products X-25 50-round drum, are available as extended options. Interestingly, the rifle features its internal file name in its receiver markings, placed as if &amp;quot;SCHotel&amp;quot; is its in-universe model name; following the standards of internal file names, &amp;quot;S C Hotel&amp;quot; naturally stands for &amp;quot;'''SC'''AR-'''H'''&amp;quot;. This time, it is correctly classified as a battle rifle instead of an assault rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar h std.jpg|thumb|none|450px|FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 17.jpg|thumb|none|600px|The SCAR-H in the loadout screen. The model has undergone a stylistic redesign from ''MW19'''s &amp;quot;FN Scar 17,&amp;quot; with three vent holes, shorter rails for the correct barrel block placement, and ACR-like stock. The magwell still has the AR-15 style outdent. During an early stage of the game, a typo in the gunsmith described the weapon as firing &amp;quot;7.26&amp;quot; rounds, but this has been fixed.]]&lt;br /&gt;
[[File:MWII SCAR-H (1).jpg|thumb|none|600px|The &amp;quot;TAQ-V&amp;quot; in Amsterdam.]]&lt;br /&gt;
[[File:MWII SCAR-H (2).jpg|thumb|none|600px|Aiming down the sights, shared by all three variants.]]&lt;br /&gt;
[[File:MWII SCAR-H (3).jpg|thumb|none|600px|Actuating the fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-H (4).jpg|thumb|none|600px|Repleneshing the old magazine with a new one, &amp;quot;L-shaped&amp;quot; reload style.]]&lt;br /&gt;
[[File:MWII SCAR-H (5).jpg|thumb|none|600px|As with the prior game, the empty mag gets trucked out.]]&lt;br /&gt;
[[File:MWII SCAR-H (6).jpg|thumb|none|600px|And in with another mag, then the charging handle is tugged.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR 17S==&lt;br /&gt;
In addition to the standard SCAR-H, the [[FN SCAR 17S|SCAR 17S]] semi-auto only version appears under the marksman rifles class. It is referred to as the &amp;quot;TAQ-M&amp;quot;, and is fitted with a 20&amp;quot; barrel, a rail extension and an [[FN SSR]]/SCAR 20S style fixed stock. It is chambered in 6.5mm Creedmoor like the SCAR 20S. The Los Vaqueros unit uses this SCAR variant as its sniper rifle in the campaign story. 10-, 15- and 20-round magazines are available, all of which being underloaded compared to real life.&lt;br /&gt;
&lt;br /&gt;
[[File:Scar 17s.jpg|thumb|none|450px|FN SCAR 17S - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|450px|FN MK 20 SSR, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SCAR 20.jpg|thumb|none|600px|The SSR lookalike in the loadout screen. Note the fictionalized safe/semi-auto only fire selector.]]&lt;br /&gt;
[[File:MWII SCAR-17S (1).jpg|thumb|none|600px|The SCAR variants spawn in with a barrel up, palm up chambering animation.]]&lt;br /&gt;
[[File:MWII SCAR-17S (2).jpg|thumb|none|600px|The SCAR 17S 6.5CM with a sniper scope.]]&lt;br /&gt;
[[File:MWII SCAR-17S (3).jpg|thumb|none|600px|Said scope has something of an ACSS grid for its reticle.]]&lt;br /&gt;
[[File:MWII SCAR-17S (4).jpg|thumb|none|600px|The Ranger admires his accurized SCAR.]]&lt;br /&gt;
[[File:MWII SCAR-17S (5).jpg|thumb|none|600px|Inspecting the 10-round magazine of 6.5mm.]]&lt;br /&gt;
[[File:MWII SCAR-17S (6).jpg|thumb|none|600px|It also reloads the same way, with the short mags sandwiched together.]]&lt;br /&gt;
[[File:MWII SCAR-17S (7).jpg|thumb|none|600px|Pulling the charging handle when empty, those gloves should help keep the Ranger's fingers intact against the scope.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
A black [[FN SCAR-L]] appears as the &amp;quot;TAQ-56&amp;quot; and it's manufactured by &amp;quot;Tactique Verte&amp;quot;, the in-universe equivalent to FN Herstal, which also makes the PDSW 528, a fictionalized P90 variant. It is depicted with incorrect H&amp;amp;K style fire selector markings and a stylized lower receiver.&lt;br /&gt;
&lt;br /&gt;
It feeds from black STANAG style 30-round magazines, but 40-round PMAGs and 60-round Surefire MAG5-60s are also available.&lt;br /&gt;
&lt;br /&gt;
It comes with a (swappable) stylized A2 grip by default and the magazine release on the right side seems to be an aftermarket extended one.&lt;br /&gt;
&lt;br /&gt;
Marines in &amp;quot;Kill or Capture&amp;quot; have SCAR-Ls. It is the standard rifle for both Shadow Company operators and the Los Vaqueros unit in the campaign, being commonly found with various attachments.&lt;br /&gt;
[[File:Scar l std.jpg|thumb|none|450px|FN SCAR-L STD - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16.jpg|thumb|none|600px|The SCAR-L in the gunsmith preview screen. Note the differently shaped trigger guard and stock, the pictograms fire selector and the Taqtique Verte markings.]]&lt;br /&gt;
[[File:Mw22 scar L (1).jpg|thumb|none|600px|A SCAR-L in the hands of a Kortac operator.]]&lt;br /&gt;
[[File:Mw22 scar L (2).jpg|thumb|none|600px|Checking the magazine full of 5.56 rounds.]]&lt;br /&gt;
[[File:Mw22 scar L (3).jpg|thumb|none|600px|And the chamber is loaded too, very nice. Looks like the markings on the upper receiver are mirrored from the left side.]]&lt;br /&gt;
[[File:Mw22 scar L (4).jpg|thumb|none|600px|A look through the chopped iron sights.]]&lt;br /&gt;
[[File:Mw22 scar L (5).jpg|thumb|none|600px|Swapping STANAG magazines.]]&lt;br /&gt;
[[File:Mw22 scar L (6).jpg|thumb|none|600px|Checking the chamber on an empty reload just before flicking out the spent magazine.]]&lt;br /&gt;
[[File:Mw22 scar L (7).jpg|thumb|none|600px|Pulling back on the reciprocating charging handle. This is the only difference from MW19's animations and this set is shared with all the other SCAR variants in the game.]]&lt;br /&gt;
[[File:Mw22 scar L (8).jpg|thumb|none|600px|Giving the bolt release a slap. This happens when the Fast Hands perk is active and with an underbarrel grenade launcher attached to the rifle.]]&lt;br /&gt;
[[File:MWII-SCARL-1.jpg|thumb|none|600px|Garrick and his SCAR taking a leap (or fall-out-of-a-Black Hawk) of faith in the reveal trailer.]]&lt;br /&gt;
[[File:MWII-Trailer-SCARL-2.jpg|thumb|none|600px|Demon Dogs on the hunt with SCAR-Ls in the reveal trailer. Similar to some Shadow Company operatives, all three marines are equipped with L3Harris AN/PVS-31A night vision goggles. The NODs are incorrectly mounted to Norotos Rhino I mounts.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L CQC===&lt;br /&gt;
Equipping the SCAR-L with the &amp;quot;12' Tacshort Barrel&amp;quot; will give it a CQC-length barrel.&lt;br /&gt;
[[File:FN SCAR-L CQC Black.jpg|thumb|none|400px|FN SCAR-L CQC Black - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (1).jpg|thumb|none|600px|The SCAR-L CQC in the gunsmith preview screen.]]&lt;br /&gt;
[[File:Mw22 mk16.jpg|thumb|none|600px|A SCAR CQC equipped with with a [[FN SCAR-SC|SCAR-SC]]'s telescoping stock via the &amp;quot;TV Cardinal Stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-L LB===&lt;br /&gt;
The &amp;quot;14.5' Tundra Pro Barrel&amp;quot; turns it into the LB variant.&lt;br /&gt;
[[File:SCAR-L LB.jpg|thumb|none|450px|Gen 3 FN SCAR-L with 18&amp;quot; LB (Long Barrel) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw22 scar 16 (2).jpg|none|thumb|600px|The gunsmith menu text is really confused on the length of the barrel, which makes you realize that this barrel looks more like a 17 inch than a 14.5, which comes standard with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A2==&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK91A2]] with a safe/semi/auto select fire trigger group appears as the &amp;quot;Lachmann-762&amp;quot;. Like the other guns in the &amp;quot;Lachmann Meer&amp;quot; platform, it lacks a paddle magazine release, distinguishing it from the military [[G3]]. It appears to be fitted with a stylized slimline handguard.&lt;br /&gt;
&lt;br /&gt;
It is a standard rifle of the Mexican Army in-game.&lt;br /&gt;
[[File:HK Model 91.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:HKG3A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with slimline handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (1).jpg|thumb|none|600px|The HK91A2's left side in the loadout screen. Note that it has a less diagonal magwell compared to the real weapon.]]&lt;br /&gt;
[[File:Mw22 g3 (2).jpg|thumb|none|600px|Its right side.]]&lt;br /&gt;
[[File:Mw22 g3 (4).jpg|thumb|none|600px|Holding the HK91A2 in a quasi-c-clamp way.]]&lt;br /&gt;
[[File:Mw22 g3 (5).jpg|thumb|none|600px|Aiming down the night sights.]]&lt;br /&gt;
[[File:Mw22 g3 (6).jpg|thumb|none|600px|Checking the load on an awfully-smooth 20 round magazine.]]&lt;br /&gt;
[[File:Mw22 g3 (7).jpg|thumb|none|600px|And guess what? The inspect animation ends with a chamber check.]]&lt;br /&gt;
[[File:Mw22 g3 (8).jpg|thumb|none|600px|Konig swaps magazines in an odd-way. Take note that this screenshot was taken before a patch in February, where the HK91A2's reload animations were altered to be heavier.]]&lt;br /&gt;
[[File:Mw22 g3 (9).jpg|thumb|none|600px|Inserting a fresh magazine after stripping away an empty one.]]&lt;br /&gt;
[[File:Mw22 g3 (10).jpg|thumb|none|600px|And what comes next will surprise no-one: an HK slap.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK91A3===&lt;br /&gt;
Fitting the rifle with the &amp;quot;Lachmann S9 Factory&amp;quot; stock makes it resemble an HK91A3.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK91A3 with factory telescoping stock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 g3 (3).jpg|thumb|none|600px|Left side of the pseudo-HK91A3.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK11===&lt;br /&gt;
Equipping the “Romeo FT 16&amp;quot; Barrel” or “15.9&amp;quot; Lachmann Rapp Barrel” makes for a [[Heckler &amp;amp; Koch HK11]] mockup.&lt;br /&gt;
[[File:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK11 (0).jpg|thumb|none|600px|The HK11-style build, with the LM-S's more convincing clubfoot stock and a bipod.]]&lt;br /&gt;
&lt;br /&gt;
===HK51===&lt;br /&gt;
The shorter barrels such as the “Meer-56 11&amp;quot; Factory Barrel” can be used for an [[HK51]]-style carbine.&lt;br /&gt;
[[File:NPSHK51.JPG|thumb|400px|none|HK51 - 7.62x51mm]]&lt;br /&gt;
[[File:MWII HK51 (0).jpg|thumb|none|600px|A pseudo HK51 with the Lachmann S9 Factory sliding stock, and the Corvus SOL-76 Z-Point reflex sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK93A2==&lt;br /&gt;
A shortened [[Heckler &amp;amp; Koch HK93A2]] with a Magpul-inspired trigger group with safe/semi/auto positions appears as the &amp;quot;Lachmann-556&amp;quot;. Once again, the lack of a paddle magazine release distinguishes it from the military [[HK33]].&lt;br /&gt;
&lt;br /&gt;
It is intended to be an [[HK53]], as evidenced by the game files referring to it as &amp;quot;ar_kilo53&amp;quot;, though the barrel and the cocking tube are slightly longer than this version, with the length being between the HK53 and the HK33KA3. It can be made HK33-length with the &amp;quot;Lachmann Nova&amp;quot; or &amp;quot;LM Aurora 90 Barrel&amp;quot; attachments (these two having same cocking tube length as each other, and almost the same barrel length), or HK33K-esque length (shorter than proper, but longer than the game's default) with the &amp;quot;Lach-12 Barrel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It feeds from translucent 30-round magazines by default, but it can also use 20-round magazines (that hold 15 rounds), 40-round extended magazines or a 60-round drum inspired by the X-Products drum available for the G3 family of rifles.&lt;br /&gt;
&lt;br /&gt;
[[File:HK93FullStock.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A2 with 25-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hk93 mw22 (1).jpg|thumb|none|600px|Left side of the shortened HK93. Like the HK91, the magwell is less diagonal than the real deal. The standard 30-round magazines are translucent and most likely inspired by the Turkish MKE-made ones.]]&lt;br /&gt;
[[File:Hk93 mw22 (2).jpg|thumb|none|600px|Right side.]]&lt;br /&gt;
[[File:Hk93 mw22 (4).jpg|thumb|none|600px|Holding the HK93 indoors.]]&lt;br /&gt;
[[File:Hk93 mw22 (5).jpg|thumb|none|600px|Aiming down the aperture.]]&lt;br /&gt;
[[File:Hk93 mw22 (6).jpg|thumb|none|600px|Checking if the translucent magazine is loaded.]]&lt;br /&gt;
[[File:Hk93 mw22 (7).jpg|thumb|none|600px|Press check.]]&lt;br /&gt;
[[File:Hk93 mw22 (8).jpg|thumb|none|600px|As with all the roller-delayed guns in the game, the tactical reload starts by locking the bolt back, then the magazines are swapped and the charging handle is given a gentle tug to let it go forward. Worth noting is that all the magazines that are either translucent or have windows on their side only render the top bullet during reloads, as you can see with the one on the left. The rest of the bullets will appear after the animation is done; this was fixed sometime after the Season 1 update. This can also be observed easily with the M4 and M16.]]&lt;br /&gt;
[[File:Hk93 mw22 (9).jpg|thumb|none|600px|Empty reloads have a similar, but different enough sequence (to make them slower). The charging handle is locked back, the empty magazine is stripped out, a new one is inserted...]]&lt;br /&gt;
[[File:Hk93 mw22 (10).jpg|thumb|none|600px|...and a forceful HK-slap is performed.]]&lt;br /&gt;
[[File:Hk93 mw22 (11).jpg|thumb|none|600px|With the Fast Hands perk the HK slap is omitted and the charging handle is simply pulled back.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Alejandro Vargas can be seen just behind Soap, wielding an HK93 with a suppressor. The hand clipping makes it appear as if Vargas is gripping the trigger instead of the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK93A3===&lt;br /&gt;
Fitting the weapon with the &amp;quot;Lachmann S9 Factory&amp;quot; stock and the full-sized &amp;quot;Lachmann Nova&amp;quot; barrel turns it into an HK93A3.&lt;br /&gt;
[[File:Hk93a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK93A3 - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Hk93 mw22 (3).jpg|thumb|none|600px|An HK93A3-style build with the default barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK13===&lt;br /&gt;
A [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] build can be made with the “15.9&amp;quot; Lachmann RAPP Barrel,” in addition to other parts to complete the look.&lt;br /&gt;
[[File:MM13.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK13 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MWII HK13 (0).jpg|thumb|none|600px|The LM-556 with the machine gun style barrel, clubfoot stock, bipod, and drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
==LoneStar Future Weapons RM277 / Desert Tech MDR hybrid==&lt;br /&gt;
A [[LoneStar Future Weapons RM277]]-based bullpup rifle was added to the battle rifles class in Season 3 under the name &amp;quot;Cronen Squall&amp;quot;. It is depicted as a heavily stylized version of the first prototype, noticeable by having a rear magazine release. However, it also has two buttons near the trigger group that act as bolt release buttons instead of magazine release buttons, a black cheek rest, switchable ejection ports and an enlarged rear similar to that of the [[Desert Tech Micro Dynamic Rifle]]. It is chambered in &amp;quot;6.8 Wrath&amp;quot;, an in-universe version of 6.8x51mm SIG FURY, which is the cartridge of the [[SIG-Sauer MCX-SPEAR]] (now designated as the XM7) that prevailed over the RM277 in the NGSW trials. The gun uses conventional full brass case ammo like the civilian/training ammo by default but a 6.8 Composite ammo option is also available, bringing it back to the original 6.8mm TVCM cartridge that the RM277 was chambered in. Beside that, Frangible and Hollowpoint ammo options give the 6.8mm SIG FURY cartridge its well-known hybrid case (these options are correct as currently, available hybrid-case ammo to the civilian market is those two options). It is fed by default using 20-round L7 AWM magazines with a 30-rounder and a 50-round Magpul D-50 drum magazine also available. The rifle can also equip its proprietary micro flow-through suppressor and while it is correctly depicted to be open-bolt in full-auto mode, its semi-auto mode is incorrectly depicted as also having an open-bolt delay.&lt;br /&gt;
 &lt;br /&gt;
[[File:RM277-R.jpg|thumb|none|450px|LoneStar Future Weapons RM277-R (First publicly revealed protoype) - 6.8mm TVCM]]&lt;br /&gt;
[[File:RM277 MWII battlepasspreview.jpg|thumb|none|600px|The RM277/Desert Tech hybrid rifle in the battlepass preview.]]&lt;br /&gt;
[[File:Mwiirm277idle.jpg|thumb|none|600px|Holding the gun on the new &amp;quot;Alley&amp;quot; gunfight map.]]&lt;br /&gt;
[[File:Mwiirm277irons.jpg|thumb|none|600px|Using the Magpul MBUS style sights on a particularly threatening mattress.]]&lt;br /&gt;
[[File:Mwiirm277inspect3.jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:Mwiirm277inspect2.jpg|thumb|none|600px|...then checking the right side.]]&lt;br /&gt;
[[File:Mwiirm277partialmag.jpg|thumb|none|600px|Inspecting a mostly spent mag.]]&lt;br /&gt;
[[File:Mwiirm277reloadpart.jpg|thumb|none|600px|Regular reload.]]&lt;br /&gt;
[[File:Mwiirm277empty.jpg|thumb|none|600px|Dropping the bolt during an empty reload.]]&lt;br /&gt;
[[File:Mwiirm277partialmagfast.jpg|thumb|none|600px|Sandwiching magazines during the &amp;quot;fast hands&amp;quot; reload.]]&lt;br /&gt;
[[File:Mwiirm277emptyfast.jpg|thumb|none|600px|&amp;quot;Fast hands&amp;quot; empty reload dropping the bolt.]]&lt;br /&gt;
[[File:Mwiirm277empty1.jpg|thumb|none|600px|Empty inspect animation involves checking the mag...]]&lt;br /&gt;
[[File:Mwiirm277empty2.jpg|thumb|none|600px|...then flipping the rifle to the right side...]]&lt;br /&gt;
[[File:Mwiirm277empty3.jpg|thumb|none|600px|...then tugging the charging handle a few times before locking the bolt back and inserting the empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;M4&amp;quot;==&lt;br /&gt;
A fully-automatic custom [[AR-15]]-type carbine with a 12&amp;quot; barrel appears as the &amp;quot;M4&amp;quot;. The lower receiver is from a [[SIG-Sauer 516 Series|SIG 516]]/SIG M400 while the upper most closely resembles a Mega Arms GTR-3H. It has a Geissele SMR MK16/MK8-style hybrid handguard (likely intended to make the gun resemble a Geissele URG-I-fitted M4A1 as used by USASOC), a stylized Magpul CTR stock and a SIG charging handle. The front sight is stylized Midwest Industries flip up and the rear one is a hybrid between KAC micro rear, MaTech BUIS and base MP7 rear sight. The muzzle is KAC birdcage and the grip is A2. It feeds from stylized windowed PMAGs in spite of the previous game having a proper non-stylized model. A 40-round metal magazine that holds 45 rounds and a quadstack Surefire MAG5-60 are also available.&lt;br /&gt;
&lt;br /&gt;
The “14&amp;quot; Carbine Shroud Barrel” attachment gives it an AR carbine plastic handguard/14.5&amp;quot; stepped barrel/AR front sight with an added rail underneath and a small section of picatinny rail mounted on the right side of the gas block, essentially turning it into a pseudo-[[M4A1]]. The “Tempus High Tower 20&amp;quot; Barrel” attachment gives it a KAC M5 RAS/20&amp;quot; barrel/AR front sight, making it into a pseudo-[[M16A3]] when combined with the &amp;quot;Demo Precision Elite Factory&amp;quot; stock. Pairing this barrel with an M203 automatically swaps the rail system for the classic M203 heatshield, previously its own separate attachment in MW19; this also happens on the game's M16, which features this barrel attachment by default.&lt;br /&gt;
&lt;br /&gt;
Other barrel options include the &amp;quot;7.5' Tempus Firebrand&amp;quot;, the &amp;quot;Tempus Trench Pro&amp;quot;, which retains the same barrel and rail length and swaps the handguard for a black KeyMod one, the &amp;quot;419mm EXF Barrel&amp;quot;, a 16 inch barrel paired with an URX 3.1 inspired rail and the &amp;quot;11.5' T-H4 Barrel&amp;quot;, which gives it a Daniel Defense Mk 18 rail and a 10.5 inch barrel, despite it being stated as longer.&lt;br /&gt;
&lt;br /&gt;
In-game, it's stated to be manufactured by the fictional Tempus Armament, which is the in-universe version of Knight's Armament Company based on the knight and mace logo.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|450px|SIG-Sauer SIG516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:Mega Arms GTR-3H.jpg|thumb|none|300px|Mega Arms GTR-3H Receiver Set]]&lt;br /&gt;
[[File:Geisseleurgi115.jpg|thumb|none|450px|Geissele URGI Mk 16 11.5 inch upper receiver, for reference.]]&lt;br /&gt;
[[File:MW22 M4 (1).jpg|thumb|none|600px|Left side of the franken-AR-15 trying to disguise itself as a &amp;quot;Block III&amp;quot; URG-I M4A1.]]&lt;br /&gt;
[[File:MW22 M4 (2).jpg|thumb|none|600px|Right side. The extra picatinny rail sections on the M-Lok handguard are there to accomodate for a right side mounted laser or light and underbarrel foregrip or weapon.]]&lt;br /&gt;
[[File:Mw22 m4a1 (1).jpg|thumb|none|600px|C-clamping the &amp;quot;M4,&amp;quot; a different posture from the previous game's Colt 933.]]&lt;br /&gt;
[[File:Mw22 m4a1 (2).jpg|thumb|none|600px|Aiming through the default iron sights.]]&lt;br /&gt;
[[File:Mw22 m4a1 (3).jpg|thumb|none|600px|Ghost being surprised, once again, that his gun is loaded.]]&lt;br /&gt;
[[File:Mw22 m4a1 (4).jpg|thumb|none|600px|Giving the forward assist a smack after a brass check.]]&lt;br /&gt;
[[File:Mw22 m4a1 (5).jpg|thumb|none|600px|Partial reload.]]&lt;br /&gt;
[[File:Mw22 m4a1 (6).jpg|thumb|none|600px|Slapping the bolt release to chamber a round. The &amp;quot;M4&amp;quot; uses a modified version of ''Modern Warfare'''s Model 933 animations, and are shared with the M16A3 and the &amp;quot;FTac Recon&amp;quot;.]]&lt;br /&gt;
[[File:Mw22 m4a1 (7).jpg|thumb|none|600px|The bolt release is pressed instead, when using the Fast Hands perk.]]&lt;br /&gt;
[[File:MWII Price Mk18.jpg|thumb|none|600px|Captain Price with his Mk 18 Mod 1 style carbine in Al-Mazrah.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Flatline&amp;quot;===&lt;br /&gt;
The same futuristic VLTOR/Magpul themed M4A1 Carbine from ''[[Call of Duty: Infinite Warfare|Infinite Warfare]]'' appears as the &amp;quot;Flatline&amp;quot; blueprint available for the in-game M4, named after the Epic rarity variant of the same name for the fictional &amp;quot;NV4&amp;quot; assault rifle (although not modeled after the actual variant that appears in that game). While both of the upper and lower receivers are retained, the handguard and sights are not and the muzzle, magazine, and stock are modeled after the ''MWII'''s variant instead, albeit rethemed to better match the NV4 itself.&lt;br /&gt;
&lt;br /&gt;
[[File:M4A1 airsoft carbine Magpul black.JPG|thumb|none|400px|'''Airsoft''' M4A1 with Black Magpul furniture]]&lt;br /&gt;
[[File:AR-15 VLTOR CAS-V Midlength.jpg|thumb|none|400px|AR-15 with VLTOR CAS-V handguard - 5.56x45mm]]&lt;br /&gt;
[[File:MWII M4 Flatline.jpg|thumb|none|600px|Previewing the &amp;quot;Flatline&amp;quot; M4 in the store.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_1.jpg|thumb|none|600px|Inspecting the &amp;quot;Flatline&amp;quot; blueprint in a newer version of Shipment, fittingly with its PMAGs. The &amp;quot;NV4&amp;quot; receiver is present but the Magpul BUIS are replaced.]]&lt;br /&gt;
[[File:MW22_M4_Flatline_2.jpg|thumb|none|600px|Other side. By default, the &amp;quot;Flatline&amp;quot; uses the pseudo-M16A3 handguard instead of the carbine-length VLTOR CASV-based handguard on the original weapon. The blueprint also features a stylized Steiner DBAL (&amp;quot;Schlager PEQ Box IV&amp;quot; in-game) laser module, in which, unlike the pair of futurized AN/PEQ-2 lasers on the NV4, they do work.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;FTac Recon&amp;quot;==&lt;br /&gt;
Another AR-15 variant, chambered in .458 SOCOM, appears as the &amp;quot;FTac Recon&amp;quot;. It is classified as a battle rifle in-game, though .458 SOCOM is more of an oversized intermediate cartridge.&lt;br /&gt;
&lt;br /&gt;
The rifle appears to be built on an otherwise generic milspec M16 lower, a la the default &amp;quot;M4&amp;quot; in-game, but with aesthetic similarities to the &amp;quot;XRK M4&amp;quot; from ''Modern Warfare'' (based on a Radian Weapons receiver) on the left side around the magazine well. The left side of the upper receiver bears a vague resemblance to a Mega Arms GTR-3H with grooves similar to the JP Enterprises CTR-02, but with said grooves cut in the opposite direction; the right side appears to be based on a Wilson Combat Stripped Billet AR-15 upper or a CMMG MkW-15 upper. &lt;br /&gt;
&lt;br /&gt;
Unlike the 5.56 &amp;quot;M4&amp;quot; seen above, the upper receiver lacks a forward assist, which is reflected in the inspect animation when the operator does a brass check. By default it features what looks like a 12&amp;quot; barrel with an A2 flash hider, a KeyMod handguard based on the BCM KMR, an A2 pistol grip and a Magpul PRS stock. It also feeds from regular black stylized .458 SOCOM PMAG 10-round magazines.&lt;br /&gt;
[[File:MW22 FTAC RECON.jpg|thumb|none|600px|The .458 carbine in the loadout screen. The auto sear pin is not present, despite other select fire AR-15 variants correctly featuring this detail.]]&lt;br /&gt;
[[File:MWII .458 Recon (1).jpg|thumb|none|600px|Drawing the .458 AR with a brass check.]]&lt;br /&gt;
[[File:MWII .458 Recon (2).jpg|thumb|none|600px|The &amp;quot;FTac Recon&amp;quot; in hand, not that much more remarkable than the other ArmaLites in game.]]&lt;br /&gt;
[[File:MWII .458 Recon (3).jpg|thumb|none|600px|Rather unwisely flicking the selector to Auto, given the recoil and 10 shot magazine...]]&lt;br /&gt;
[[File:MWII .458 Recon (4).jpg|thumb|none|600px|...as seen here.]]&lt;br /&gt;
[[File:MWII .458 Recon (5).jpg|thumb|none|600px|Reloading the FTac after putting quite a few .458 sized holes in the concrete wall.]]&lt;br /&gt;
[[File:MWII .458 Recon (6).jpg|thumb|none|600px|Ditching out the empty magazine, with the follower visible here.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
Two [[M14]] variants appear in the game. The &amp;quot;SO-14&amp;quot; is a variant classed as a battle rifle. The base chassis of the &amp;quot;SO-14&amp;quot; appears to be based on an M14 SOCOM 16 CQB chassis but with the stock and pistol grip in the more traditional style. It is fitted with an 18&amp;quot; Mk 14 EBR barrel and gas system by default, with a &amp;quot;16&amp;quot; Chrome-Lined RFX40 Barrel&amp;quot; option similar to the SOCOM 16. For the first time in the series (and a rarity in most video games), the M14 is select-fire, with semi and full-auto options.&lt;br /&gt;
[[File:M14 rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SOCOM 16 CQB.jpg|thumb|none|450px|Springfield Armory M1A with a SOCOM CQB Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 M14.jpg|thumb|none|600px|The M14 in the loadout screen.]]&lt;br /&gt;
[[File:MWII M14 (1).jpg|thumb|none|600px|Spawning in with the CQB M14 involves an underhand charging of the bolt.]]&lt;br /&gt;
[[File:MWII M14 (2).jpg|thumb|none|600px|Hutch with the M14 rifle equipped.]]&lt;br /&gt;
[[File:MWII M14 (3).jpg|thumb|none|600px|The rear sight housing is slightly stylized in appearance.]]&lt;br /&gt;
[[File:MWII M14 (4).jpg|thumb|none|600px|Actuating the M14's selector lever.]]&lt;br /&gt;
[[File:MWII M14 (5).jpg|thumb|none|600px|Inspecting the magazine...]]&lt;br /&gt;
[[File:MWII M14 (6).jpg|thumb|none|600px|...and brass checking, akin to ''Modern Warfare Remastered''. Here the barrel is visible through that big cutout in the top handguard; scope rails mount into it.]]&lt;br /&gt;
[[File:MWII M14 (7).jpg|thumb|none|600px|It has a new reload animation compared to the previous game, with the magazines reload together, tacticool style.]]&lt;br /&gt;
[[File:MWII M14 (8).jpg|thumb|none|600px|The bolt catch is also used with Fast Hands, as seen on this customized example.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 EBR==&lt;br /&gt;
The marksman rifle-classed &amp;quot;EBR-14&amp;quot; returns from the previous game, this time setup akin a [[Mk 14 Mod 0 EBR]] by default given the chassis. It uses 10-round mags by default, along with an [[M14 EBR-RI]] / [[M39 EMR]] style 22&amp;quot; barrel, and can be modified with a Mk 14 EBR sized barrel with the “18&amp;quot; Lonestar” and “18&amp;quot; T300” barrel options.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR with a Harris bipod and RIS foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M14 EBR-RI.jpg|thumb|none|450px|M14 EBR-RI with magazine removed and Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 EBR.jpg|thumb|none|600px|The Mk 14 Mod 0 in the loadout screen, with its default 22&amp;quot; barrel.]]&lt;br /&gt;
[[File:MWII-Trailer-HK33.jpg|thumb|none|600px|Soap with his scoped Mk 14 EBR in the foreground in the Dark Water pre-release gameplay video, left, shortly before it transforms into a Vector. In the final game, Soap is holding a Vector from the beginning, which appropriately transforms into a Mk 14 during the mission's ending cinematic.]]&lt;br /&gt;
[[File:MWII EBR (1).jpg|thumb|none|600px|The EBR-ish semi-auto only M14 on Zarqwa Hydroelectric. It's got an odd round upper handguard, with some squares cut out of it.]]&lt;br /&gt;
[[File:MWII EBR (2).jpg|thumb|none|600px|Scanning the skies with the iron sights, similar to the variant above but with different front sight wings.]]&lt;br /&gt;
[[File:MWII EBR (3).jpg|thumb|none|600px|Inspecting some blue-tipped high velocity 7.62 rounds.]]&lt;br /&gt;
[[File:MWII EBR (4).jpg|thumb|none|600px|Smacking out an empty short magazine.]]&lt;br /&gt;
[[File:MWII EBR (5).jpg|thumb|none|600px|And jamming in a new one.]]&lt;br /&gt;
[[File:MWII EBR (6).jpg|thumb|none|600px|Tugging the bolt back into battery.]]&lt;br /&gt;
[[File:MWII Mk14 (1).jpg|thumb|none|600px|A closer approximation of the Mk 14 Mod 0 with “18&amp;quot; T300 Barrel”, &amp;quot;FTac Locus SP&amp;quot; scope, and &amp;quot;Lockgrip Precision-40&amp;quot; foregrip. It's also got the &amp;quot;15 Round Mag,&amp;quot; which seems to be standard 20-rounder underloaded.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Lockwood Mk2&amp;quot;, under the marksman rifles class. It is depicted as being chambered in the .45-70 Government cartridge, like the [[Marlin Model 1895]] that previously appeared in ''Modern Warfare'' as the &amp;quot;MK2 Carbine&amp;quot;, but this time the shape of the ejection port indicates that it is a Model 336. It features the same basic ammo options as the other marksman rifles; notably, this includes armor-piercing ammo - while .45-70 AP rounds do exist (e.g. Lehigh Defense's X-Treme Penetrator rounds), the ones in-game are visually the same as the other calibers (likely for consistency's sake), with a black-finished case, a silver jacket, and a black spitzer-type point. Realistically, loading spitzer-pointed rounds in a tube magazine could lead to a chain-detonation (i.e. one round's point impacting the next round's primer), blowing the entire magazine tube apart.&lt;br /&gt;
[[File:Marlin 336XLR.jpg|thumb|none|450px|Marlin Model 336XLR - .30-30 Winchester]]&lt;br /&gt;
[[File:MW22 MK2.jpg|thumb|none|600px|The Marlin 336 in the loadout screen.]]&lt;br /&gt;
[[File:Marlin336 MWII idle.jpg|thumb|none|600px|The player character holding his Marlin at the US-Mexican border.]]&lt;br /&gt;
[[File:Marlin336 MWII ADS.jpg|thumb|none|600px|Taking aim at an RV.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect1.jpg|thumb|none|600px|Inspecting the Model 336's receiver. Note &amp;quot;Bryson&amp;quot; trade dress.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect2.jpg|thumb|none|600px|Ejecting a live round from the chamber out. Note the struck primer.]]&lt;br /&gt;
[[File:Marlin336 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side of the lever action rifle.]]&lt;br /&gt;
[[File:Marlin336 MWII reload1.jpg|thumb|none|600px|Topping off the Model 336's magazine tube.]]&lt;br /&gt;
[[File:Marlin336 MWII reload2.jpg|thumb|none|600px|Firing and ejecting the last round...]]&lt;br /&gt;
[[File:Marlin336 MWII reload3.jpg|thumb|none|600px|Chamber loading a .45-70 cartridge.]]&lt;br /&gt;
[[File:MWII-Marlin-closeup.jpg|thumb|none|600px|A closeup of Valeria Garza's Marlin 336 in the &amp;quot;Alejandro v. Valeria&amp;quot; trailer for Season 3. Note the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS]] returns from the previous game as the &amp;quot;M13B&amp;quot;. It is stylized similarly to the ''Modern Warfare'' version, with one of the differences being that it has a shorter barrel, between 9 and 11.5 inches. While not available in the campaign, it is seen in the hands of Kyle &amp;quot;Gaz&amp;quot; Garrick and Rodolfo Parra when they are NPCs, in fact being Rodolfo's main weapon throughout the campaign. It was added to multiplayer as part of Season 1 content. Which can be unlocked by either completing its unlock challenge or via DMZ, where it can either be obtained by the Chemist boss agent (who uses the &amp;quot;Health Hazard&amp;quot; blueprint, which can also be unlocked with the gun), enemy agents in Building 21 or through players, enemy or friendly. If the player successfully extracts with the MCX, it will be unlocked in all game modes, as well as the aforementioned blueprint if obtained. Purchasing a bundle that has the MCX in it will also unlock the weapon.&lt;br /&gt;
&lt;br /&gt;
For magazines, a translucent 30-round magazine is available by default with a PMAG-40 holding 45 rounds and the MAG5-60 quad-stack magazine as alternative options. On an interesting note: when using the MAG5-60 quad-stack magazine, the character can be seen putting the spent magazine into the plate carrier's pouches instead of the battle belt when performing a tactical reload.&lt;br /&gt;
&lt;br /&gt;
It has 6.75&amp;quot; and 14.5&amp;quot; barrel customization options, both of them with Midwest Industries-style handguards.&lt;br /&gt;
&lt;br /&gt;
[[File:MCX VIRTUS SBR 9.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCX.jpg|thumb|none|600px|The MCX VIRTUS in the loadout screen.]]&lt;br /&gt;
[[File:MCX MWII idle.jpg|thumb|none|600px|The player character holding a SIG-Sauer MCX VIRTUS.]]&lt;br /&gt;
[[File:MCX MWII ADS.jpg|thumb|none|600px|Aiming down the sights at a target.]]&lt;br /&gt;
[[File:MCX MWII inspect1.jpg|thumb|none|600px|Inspecting the &amp;quot;M13B&amp;quot;.]]&lt;br /&gt;
[[File:MCX MWII inspect2.jpg|thumb|none|600px|Brass check performed.]]&lt;br /&gt;
[[File:MCX MWII reload1.jpg|thumb|none|600px|Tactical reload performed.]]&lt;br /&gt;
[[File:MCX MWII reload2.jpg|thumb|none|600px|The MCX runs dry, with the magazine visibly empty, and the bolt release sticking out.]]&lt;br /&gt;
[[File:MCX MWII reload3.jpg|thumb|none|600px||New magazine ready to go.]]&lt;br /&gt;
[[File:MCX MWII reload4.jpg|thumb|none|600px|Bolt release pressed, new round chambered.]]&lt;br /&gt;
[[File:MWII Gaz MCX.jpg|thumb|none|600px|Gaz with his shorty MCX, similar to the one used in the pre-rendered cutscenes in the previous game.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX / Honey Badger hybrid==&lt;br /&gt;
A [[AAC Honey Badger|Honey Badger]]-based carbine appears as the &amp;quot;Chimera&amp;quot;. Befitting its name, the in-game model is a hybrid; it is a variant of the &amp;quot;Bruen Ops&amp;quot; family and uses the same style of [[SIG-Sauer MCX]] bolt, using a bufferless upper/lower system (the upper also features the MCX style of charging handle port). In addition, the lower receiver has elements of the early AAC Honey Badger, while the right side of the upper receiver and the handguard resemble the current Q model.&lt;br /&gt;
&lt;br /&gt;
It is integrally suppressed by default, and has three non-suppressed barrel options. It is Simon &amp;quot;Ghost&amp;quot; Riley's main weapon throughout the campaign, where it is briefly available when the player takes control of him during the opening mission (with the unsuppressed “10&amp;quot; SA Phoenix” barrel), but it serves no practical use as there are no enemies to effectively combat with it. It is available in multiplayer in Season 1 as an in-season reward.&lt;br /&gt;
&lt;br /&gt;
As with the KRISS Vector above, firing the weapon will not produce tracers and killing enemies with the Honey Badger hides skull indicators, thanks to its use of .300 AAC Blackout ammunition.&lt;br /&gt;
&lt;br /&gt;
As with the MCX above, there are several ways to unlock the Honey Badger, either through purchasing a bundle that has it (along with the blueprint), completing its unlock challenge or through DMZ, where the player can scavenge a Honey Badger there. The Building 21 map is also a useful location in finding the carbine, as enemy agents use it on occasion or through the loot pools.&lt;br /&gt;
   &lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|none|400px|AAC Honey Badger - .300 AAC Blackout]]&lt;br /&gt;
[[File:Q Honey Badger SBR.jpg|thumb|none|400px|Q Honey Badger SBR - .300 AAC Blackout]]&lt;br /&gt;
[[File:MW22 HONEYB.jpg|none|thumb|600px|The Honey Badger hybrid in the loadout screen.]]&lt;br /&gt;
[[File:MWII-HoneyBadger-1.jpg|thumb|none|600px|Ghost advances with his carbine. Soap can also be seen equipped with a Honey Badger on the right. In the retail version of the game, Soap is instead given a Mk 14 and MP7.]]&lt;br /&gt;
[[File:MWII SIGBadger (1).jpg|thumb|none|600px|Spawning in with the &amp;quot;Chimera,&amp;quot; the character right-hands the charging handle back.]]&lt;br /&gt;
[[File:MWII SIGBadger (2).jpg|thumb|none|600px|The operative and his neat SIG-Badger in the KorTac side of Shoot House. Note the visible RIS segment where the stock mounts, one of its definitive MCX elements.]]&lt;br /&gt;
[[File:MWII SIGBadger (3).jpg|thumb|none|600px|Iron sights, similar to the MPX and MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (4).jpg|thumb|none|600px|Inspecting the .300 Blackout STANAG.]]&lt;br /&gt;
[[File:MWII SIGBadger (5).jpg|thumb|none|600px|And performing a chamber check.]]&lt;br /&gt;
[[File:MWII SIGBadger (6).jpg|thumb|none|600px|It has the same reload animations as the MCX.]]&lt;br /&gt;
[[File:MWII SIGBadger (7).jpg|thumb|none|600px|Including flicking out the spent magazine when dry.]]&lt;br /&gt;
[[File:MWII SIGBadger (8).jpg|thumb|none|600px|Lining in the new one, then the bolt is released.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears as the &amp;quot;STB 556&amp;quot;.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG.jpg|thumb|none|600px|The AUG A3 in the loadout screen. The AUG variants in this game have a fixed front grip, unlike the foldable vertical grip of the real ones.]]&lt;br /&gt;
[[File:MWII-Trailer-AUGA3.jpg|thumb|none|600px|In the reveal trailer, an AUG A3 with the [[Talk:Call of Duty: Modern Warfare II (2022)#HoloSun HS510C|Holosun-based red dot sight]] from the previous game can be seen wielded by the Shadow Company operator closest to the sign on the railing.]]&lt;br /&gt;
[[File:MWII AUG A3 (1).jpg|thumb|none|600px|The &amp;quot;STB 556&amp;quot; in the loadout range.]]&lt;br /&gt;
[[File:MWII AUG A3 (2).jpg|thumb|none|600px|Thumbing the Australian style selector-stopper tab.]]&lt;br /&gt;
[[File:MWII AUG A3 (3).jpg|thumb|none|600px|Examining the de-waffled mag with a witness slot, somewhat similar to a Magpul EMAG.]]&lt;br /&gt;
[[File:MWII AUG A3 (4).jpg|thumb|none|600px|It also reloads in the more tacticool style with both mags sandwiched together.]]&lt;br /&gt;
[[File:MWII AUG A3 (5).jpg|thumb|none|600px|Though on empty, the charging handle is locked back, similar to ''MW19''.]]&lt;br /&gt;
[[File:MWII AUG A3 (6).jpg|thumb|none|600px|Pressing in another mag.]]&lt;br /&gt;
[[File:MWII AUG A3 (7).jpg|thumb|none|600px|And thumbing the bolt forward.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW50==&lt;br /&gt;
The [[Accuracy International AW50]] appears as the &amp;quot;Victus XMR&amp;quot;; it is available in Season 1 under the Imperatorium platform. It is worth noting (as with the AR-57) that the AW50 was planned for the original ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]'' game, but only its code and firing sound (which sounds similar to the M82A1 in that game) are left as the weapon was scrapped, and it wasn't added to the ''Call of Duty'' series proper until ''MWII''.&lt;br /&gt;
&lt;br /&gt;
[[File:AW50 (Latest Version).jpg|thumb|none|450px|Accuracy International AW50 (latest version with fluted barrel and redesigned muzzle brake) - .50 BMG]]&lt;br /&gt;
[[File:MW22 AW50.jpg|thumb|none|600px|The AW50 in the loadout screen. The lower end of the thumbhole stock lacks the cutout to fold, despite the hinge on the upper half.]]&lt;br /&gt;
[[File:AW50 MWII idle.jpg|thumb|none|600px|Looking at the wall of camo challenge grinding, English anti-materiel rifle in hand.]]&lt;br /&gt;
[[File:AW50 MWII ADS.jpg|thumb|none|600px|Scoped in, looking down the center lane.]]&lt;br /&gt;
[[File:AW50 MWII inspect1.jpg|thumb|none|600px|Admiring the left hand side of the AW50's reciever.]]&lt;br /&gt;
[[File:AW50 MWII inspect2.jpg|thumb|none|600px|Popping the mag out to admire the .50BMG rounds nestled inside.]]&lt;br /&gt;
[[File:AW50 MWII inspect3.jpg|thumb|none|600px|Pulling the bolt back for a chamber check,]]&lt;br /&gt;
[[File:AW50 MWII reload1.jpg|thumb|none|600px|Reloading the AW50 from empty.]]&lt;br /&gt;
[[File:AW50 MWII reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:AW50 MWII reload3.jpg|thumb|none|600px|Driving the bolt handle forward and down to chamber the new round.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett MRAD==&lt;br /&gt;
The [[Barrett MRAD]] appears as the &amp;quot;MCPR-300&amp;quot; (standing for &amp;quot;Multi-Caliber Precision Rifle&amp;quot;, .300 Winchester Magnum) under the MRBA weapon platform. Kyle Garrick's and Ghost's MRAD are incorrectly designated as &amp;quot;Victus XMR&amp;quot; in the campaign missions &amp;quot;Recon By Fire&amp;quot; and &amp;quot;Countdown&amp;quot; respectively, and all other MRADs found in the story have the same naming issue.&lt;br /&gt;
[[File:MRAD-2.jpg|thumb|none|450px|Barrett MRAD, first version - .338 Lapua Magnum]]&lt;br /&gt;
[[File:MW22 MRAD.jpg|thumb|none|600px|The MRAD in the loadout screen.]]&lt;br /&gt;
[[File:MRAD MWII idle.jpg|thumb|none|600px|The Barrett MRAD wielded by a KORTAC soldier outside &amp;quot;Breenbergh Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MRAD MWII ADS.jpg|thumb|none|600px|Aiming down the telescopic scope the MRAD comes with by default.]]&lt;br /&gt;
[[File:MRAD MWII inspect1.jpg|thumb|none|600px|Inspecting the bolt action rifle.]]&lt;br /&gt;
[[File:MRAD MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the rifle.]]&lt;br /&gt;
[[File:MRAD MWII reload1.jpg|thumb|none|600px|Reloading the MRAD from a partially depleted magazine.]]&lt;br /&gt;
[[File:MRAD MWII reload2.jpg|thumb|none|600px|Magazine inserted. Note that the in-universe manufacturer is &amp;quot;Cronen&amp;quot;, the optics manufacturer from MW19.]]&lt;br /&gt;
&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
The [[Cheyenne Tactical M200 Intervention]] was added in Season 3, under the name &amp;quot;FJX Imperium&amp;quot;. It is chambered in &amp;quot;.408 PACE&amp;quot;, the analogue to the real life .408 CheyTac round. For laser attachments, the M200 uses the small &amp;quot;tube&amp;quot;-style laser set rather than the PEQ Box-style set, and despite the forward top rail being present they attach to the right side, thus it's unfortunately not possible to replicate the PEQ-2 attached to the original MW2's Intervention.&lt;br /&gt;
&lt;br /&gt;
[[File:M200.jpg|thumb|none|450px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:Intervention MWII battlepasspreview.jpg|thumb|none|600px|The Intervention in the Season 3 Battlepass preview screen.]]&lt;br /&gt;
[[File:Mwiim200idle.jpg|thumb|none|600px|Alejandro Vargas holds the rifle on Pelayo's Lighthouse, a spiritual successor to Estate from the original MW2. Note the character also holds the gun in the same position as the original game.]]&lt;br /&gt;
[[File:Mwiim200inspect1.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiim200inspect2.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:Mwiim200inspect3.jpg|thumb|none|600px|Right side of the gun.]]&lt;br /&gt;
[[File:Mwiim200inspect4.jpg|thumb|none|600px|Chamber checking.]]&lt;br /&gt;
[[File:Mwiim200bolt.jpg|thumb|none|600px|Working the bolt.]]&lt;br /&gt;
[[File:Mwiim200reloadpartial.jpg|thumb|none|600px|Reloading. Also note the cargo ship upon which the map Shipment is set in the background.]]&lt;br /&gt;
[[File:Mwiim200emptyreload.jpg|thumb|none|600px|Empty reload. The sleight of hand perk uses similar animations.]]&lt;br /&gt;
[[File:Mwiim200inspect1round.jpg|thumb|none|600px|Inspecting the rifle with only a round in the chamber.]]&lt;br /&gt;
[[File:Mwiim200empty.jpg|thumb|none|600px|The empty weapon inspect involves looking at empty casings (with unstruck primers).]]&lt;br /&gt;
[[File:MwiiAlejandrom2003rdperson.jpg|thumb|none|600px|Alejandro with an M200 equipped with the standard 29-inch barrel and 7-round magazine, those two attachments returning the rifle to its &amp;quot;proper&amp;quot; form.]]&lt;br /&gt;
&lt;br /&gt;
==Gepard GM6 Lynx==&lt;br /&gt;
The [[Gepard GM6 Lynx]] appears as the &amp;quot;Signal 50&amp;quot;. It can be given its correct stock pad with the &amp;quot;FSS Echo Stock&amp;quot; attachment. A GM6 can be found atop the prison wall at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|450px|Gepard M6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:MW22 LYNX.jpg|thumb|none|600px|The Lynx in the loadout screen.]]&lt;br /&gt;
[[File:Gepard MWII idle.jpg|thumb|none|600px|A SPECGRU operative wields a Gepard GM6 in a cartel run Shoothouse.]]&lt;br /&gt;
[[File:Gepard MWII inspect1.jpg|thumb|none|600px|Inspecting the left hand side of the Gepard's reciever. Note the in-universe manufacturer of First Signal Solutions.]]&lt;br /&gt;
[[File:Gepard MWII inspect2.jpg|thumb|none|600px|Inspecting the right hand side...]]&lt;br /&gt;
[[File:Gepard MWII inspect3.jpg|thumb|none|600px|...then pulling the bolt back for a chamber check.]]&lt;br /&gt;
[[File:Gepard MWII reload1.jpg|thumb|none|600px|Reloading from an empty magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Gepard MWII reload3.jpg|thumb|none|600px|Racking the charging handle to load a fresh round into the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch SR9(TC)==&lt;br /&gt;
The [[Heckler &amp;amp; Koch SR9(TC)]] appears as the &amp;quot;LM-S&amp;quot;, under the marksman rifles class. It holds 10 rounds in a 5-round magazine by default.&lt;br /&gt;
[[File:HKSR9TC.jpg|thumb|none|450px|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SR9.jpg|thumb|none|600px|The SR9 in the loadout screen.]]&lt;br /&gt;
[[File:Mw22 psg 1 (1).jpg|thumb|none|600px|Gus holding his pseudo-PSG-1.]]&lt;br /&gt;
[[File:Mw22 psg 1 (2).jpg|thumb|none|600px|Reloading with a 5 round magazine that for some reason holds 10 rounds.]]&lt;br /&gt;
[[File:Mw22 psg 1 (3).jpg|thumb|none|600px|Doing the good old HK-slap.]]&lt;br /&gt;
[[File:Mw22 psg 1 (4).jpg|thumb|none|600px|Checking the chamber of a now empty SR9.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25 E2 PR==&lt;br /&gt;
The [[Knight's Armament SR-25|Knight's Armament SR-25 PR]] is the mid-season weapon in Season 2 Reloaded. It was added as a marksman rifle part of the M4 platform, under the name &amp;quot;Tempus Torrent&amp;quot;. The rifle's SOPMOD-style stock can be equipped on every other member of the M4 platform, while its forend customization is split between a combination of the Barrel and Guard categories. The Guard category consists of four (including default) rail system options, one of which being a monolithic upper receiver; the &amp;quot;Torrent Tac Guard&amp;quot; resembles the URX 3 rail. The Barrel category includes standard, shorter, and longer options, as well as the “14&amp;quot; Chroma LRS” which is the URX / &amp;quot;Tac Guard&amp;quot; rail system (this time without rail covers) paired with an M110- / Mk 11-style suppressor, and a short barrel paired with a fifth type of rail system. The &amp;quot;Torrent MOC-IV&amp;quot; forend is based on a VLTOR CAS-V handguard that rather unfortunately leaves the gas tube exposed. &lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Torrent Tac Guard&amp;quot; and “16&amp;quot; Tour RP” allows for a SR-25 ECC style build.&lt;br /&gt;
&lt;br /&gt;
[[File:SR-25 APR MLOK.jpg|thumb|450px|none|Knight's Armament SR-25 Precision Rifle, M-LOK - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SR25 MWII gunsmith2.jpg|thumb|none|600px|The SR-25 in the gunsmith preview menu. Note that the magazines are based on the original AR-10 waffle pattern metal magazines. Visible on the magwell is a pseudo KAC logo, and the rifle's serial number below it begins with &amp;quot;KA&amp;quot;.]]&lt;br /&gt;
[[File:SR25 MWII gunsmith.jpg|thumb|none|600px|Labels on two of the modifications state the name of the company as &amp;quot;Tempus Armament Company&amp;quot; from Austin, Texas.]]&lt;br /&gt;
[[File:Mwiisr25idle.jpg|thumb|none|600px|Holding the gun on the new Himmelmatt Expo map.]]&lt;br /&gt;
[[File:Mwiisr25aimed.jpg|thumb|none|600px|Aiming down the pseudo KAC flip-up sights.]]&lt;br /&gt;
[[File:Mwiisr25inspect2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:Mwiisr25inspect1.jpg|thumb|none|600px|Checking the right side...]]&lt;br /&gt;
[[File:Mwiisr25inspect3.jpg|thumb|none|600px|...and brass checking.]]&lt;br /&gt;
[[File:Mwiisr25reloadtactical1.jpg|thumb|none|600px|Sandwiching the magazines together during the normal tactical reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload0.jpg|thumb|none|600px|Flicking out the old mag in the normal empty reload.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload1.jpg|thumb|none|600px|Inserting a new mag. Note the protruding magazine release and bolt release.]]&lt;br /&gt;
[[File:Mwiisr25emptynormalreload2.jpg|thumb|none|600px|Smacking the bolt release.]]&lt;br /&gt;
[[File:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII SR-25 ECC (1).jpg|thumb|none|600px|The ECC style build, with the &amp;quot;HMW-20&amp;quot; scope.]]&lt;br /&gt;
&lt;br /&gt;
==M24 SWS==&lt;br /&gt;
Three [[M24 SWS]] variants appear in the game as separate weapons. The first one is the &amp;quot;SP-R 208&amp;quot;, chambered in 7.62x51mm NATO, returning from ''Modern Warfare'', classified as a marksman rifle.&lt;br /&gt;
[[File:M24-2.jpg|thumb|none|450px|M24 sniper rifle with 10-round detachable magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 SPR208.jpg|thumb|none|600px|The M24 with a black stock in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in FDE chassis)===&lt;br /&gt;
A variant chambered in .300 Winchester Magnum in an FDE chassis appears in the sniper rifles class as the &amp;quot;LA-B 330&amp;quot;. This is essentially the &amp;quot;ZLR SP-R Overseer&amp;quot; chassis from ''Modern Warfare''. The name appears to imply that this is supposed to be a Long Action receiver, which is correct for the M24.&lt;br /&gt;
[[File:MW22 SPR 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===M24 SWS (in custom chassis)===&lt;br /&gt;
The &amp;quot;SA-B 50&amp;quot; marksman rifle is another variant in a custom chassis, which is the &amp;quot;XRK SP-LITE 208 Blitz&amp;quot; chassis from ''Modern Warfare'' combined with the buttstock of MW's &amp;quot;XRK SP-TAC 208 Ultimate&amp;quot; chassis. Contrary to its name, which would suggest it is chambered in .50 BMG, the rifle is instead chambered in .308 Winchester.&lt;br /&gt;
[[File:MW22 SPR 2.jpg|thumb|none|600px|The &amp;quot;SA-B 50&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:MWII-M24-1.jpg|thumb|none|600px|Ghost is seen with the &amp;quot;SA-B 50&amp;quot; in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M2010 Enhanced Sniper Rifle==&lt;br /&gt;
The [[Remington M2010 Enhanced Sniper Rifle]] is available as the &amp;quot;SP-X 80&amp;quot;.&lt;br /&gt;
[[File:XM2010.jpg|thumb|none|450px|Remington M2010 Enhanced Sniper Rifle with AAC Titan sound suppressor and Harris bipod - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 ESR.jpg|thumb|none|600px|The M2010 in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The handheld [[Dillon Aero M134 Minigun]] from ''Modern Warfare'' returns as the Juggernaut's primary weapon.&lt;br /&gt;
&lt;br /&gt;
An unusable Minigun with a slotted flash hider can be found inside a building in the campaign mission &amp;quot;Kill or Capture&amp;quot;.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M134D.jpg|thumb|none|450px|Dillon Aero M134D with slotted flash hider - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FightLite MCR==&lt;br /&gt;
A tan [[Ares Shrike#Ares-16 AMG|FightLite MCR]] appears in-game as the &amp;quot;556 Icarus.&amp;quot; The MCR is commonly used by Shadow Company as their standard LMG. The name is likely a reference to the original &amp;quot;Ares&amp;quot; manufacturer name, as both refer to mythical Greek figures.&lt;br /&gt;
[[File:Ares-16 AMG.jpg|thumb|none|450px|Ares-16 AMG/FightLite MCR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 MCR.jpg|thumb|none|600px|The MCR in the loadout screen.]]&lt;br /&gt;
[[File:MWII-Preorder-FJX-Cinder-Vault.jpg|thumb|none|600px|The FightLite MCR upper receiver can be seen in promotional material for the &amp;quot;FJX Cinder&amp;quot; weapon vault, sandwiched between the carbine and the AR-57 upper.]]&lt;br /&gt;
[[File:MCR MWII idle.jpg|thumb|none|600px|A KORTAC soldier wields his Fightlite MCR within the confines of a former factory turned training facility.]]&lt;br /&gt;
[[File:MCR MWII ADS.jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MCR MWII inspect.jpg|thumb|none|600px|Inspecting the MCR.]]&lt;br /&gt;
[[File:MCR MWII inspect2.jpg|thumb|none|600px|The player character admires the ejection port.]]&lt;br /&gt;
[[File:MCR MWII inspect3.jpg|thumb|none|600px|Inspecting the ammo belt.]]&lt;br /&gt;
[[File:MCR MWII reload1.jpg|thumb|none|600px|Reloading the machine gun by opening the top cover.]]&lt;br /&gt;
[[File:MCR MWII reload2.jpg|thumb|none|600px|Inserting a new belt box into the magwell.]]&lt;br /&gt;
[[File:MCR MWII reload3.jpg|thumb|none|600px|Slipping the belt into the feed tray.]]&lt;br /&gt;
[[File:MCR MWII reload4.jpg|thumb|none|600px|...then closing the dust cover forcefully. Reloading from empty involves the same, with the addition of the player character racking the charging handle after replacing the belt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK21]] appears in-game as the &amp;quot;RAPP H&amp;quot;. It has a stylized handguard and barrel, and incorrectly has the aforementioned [[PTR 9KT]]-style trigger group (this time with normal S-E-F markings), though it can be fitted with a more appropriate Navy-style trigger group with the &amp;quot;LMK64 Grip&amp;quot; attachment. It is also correctly depicted as a closed-bolt weapon, having no trigger delay compared to the open-bolt machine guns in the game.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it's correctly used by the Mexican Army.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw22 hk21 (11).jpg|none|600px|thumb|The HK21's left side in the gunsmith screen screen.]]&lt;br /&gt;
[[File:Mw22 hk21 (12).jpg|none|600px|thumb|Right side.]]&lt;br /&gt;
[[File:Mw22 hk21 (1).jpg|none|600px|thumb|Holding the HK21.]]&lt;br /&gt;
[[File:Mw22 hk21 (2).jpg|none|600px|thumb|ADS'ing with the HK21. No, the sights are not misaligned, it's just the incredibly high sway many weapons in MWII have.]]&lt;br /&gt;
[[File:Mw22 hk21 (3).jpg|none|600px|thumb|Inspecting the belt box and feed system.]]&lt;br /&gt;
[[File:Mw22 hk21 (5).jpg|none|600px|thumb|Reloading starts with locking the bolt back, opening the feed tray and removing the belt box.]]&lt;br /&gt;
[[File:Mw22 hk21 (6).jpg|none|600px|thumb|Inserting a new belt.]]&lt;br /&gt;
[[File:Mw22 hk21 (7).jpg|none|600px|thumb|Giving the charging handle a big slap.]]&lt;br /&gt;
[[File:Mw22 hk21 (9).jpg|none|600px|thumb|Reloading with Fast Hands skips the opening of the feed tray and the operator just opts to pass the guiding tab of the belt through the receiver...]]&lt;br /&gt;
[[File:Mw22 hk21 (10).jpg|none|600px|thumb|...and sadly doesn't slap the charging handle with much energy anymore.]]&lt;br /&gt;
&lt;br /&gt;
===Vollmer HK51-B===&lt;br /&gt;
A [[Vollmer HK51-B]] lookalike can be built with the short “10.6&amp;quot; Lachstrike Barrel.”&lt;br /&gt;
[[file:HK51-b.jpg|thumb|none|450px|Vollmer HK51-B without ammunition belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MWII HK51-B (0).jpg|thumb|none|600px|The shorty HK51 with the 100-round belt box and standard style stock.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Negev NG7==&lt;br /&gt;
The [[IWI Negev NG7]] appears in-game as the &amp;quot;SAKIN MG38.&amp;quot; It is relatively uncommon in the story, though one is present in the bed of Price's truck during &amp;quot;Violence and Timing.&amp;quot;&lt;br /&gt;
[[File:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW22 NEGEVV.jpg|thumb|none|600px|The Negev in the loadout screen.]]&lt;br /&gt;
[[File:Negev MWII idle.jpg|thumb|none|600px|The player character wielding a Negev in a museum situated within an Ottoman era fortress.]]&lt;br /&gt;
[[File:Negev MWII ADS.jpg|thumb|none|600px|Aiming through the Negev's sights.]]&lt;br /&gt;
[[File:Negev MWII inspect1.jpg|thumb|none|600px|Inspecting the Israeli LMG.]]&lt;br /&gt;
[[File:Negev MWII inspect2.jpg|thumb|none|600px|Opening the dust cover.]]&lt;br /&gt;
[[File:Negev MWII inspect3.jpg|thumb|none|600px|Inspecting the other side of the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload1.jpg|thumb|none|600px|Reloading the Negev.]]&lt;br /&gt;
[[File:Negev MWII reload2.jpg|thumb|none|600px|Inserting a new belt box of ammo.]]&lt;br /&gt;
[[File:Negev MWII reload3.jpg|thumb|none|600px|Sliding in the fresh belt of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK]] appears in the game. It appears to be a Romanian clone, the PM md. 64, noted by the carrying handle and the ribbed receiver cover. Customization options include [[AKM]]-style barrels and stocks, giving it a similar appearance to certain RPK-receiver style AKs such as the Molot Vepr FM 7.62x39 or Century Arms BFT47, ribbed top cover and other details aside. The RPK only fires in full-auto in-game; the selector lever cannot be set to semi-auto unlike the other AK variants. &lt;br /&gt;
[[File:AES 10B.jpg|thumb|none|450px|Century Arms AES 10B - 7.62x39mm. This is a US import version of the Romanian PM md. 64]]&lt;br /&gt;
[[File:MW22 RPK.jpg|thumb|none|600px|The RPK in the loadout screen. Why this gun was given its real name and the other rifles in its family were called &amp;quot;Kastov&amp;quot; is a mystery, unless the &amp;quot;K&amp;quot; stands for &amp;quot;Kastov&amp;quot; rather than &amp;quot;Kalashnikov&amp;quot;.]]&lt;br /&gt;
[[File:RPK MWII idle.jpg|thumb|none|600px|The player character keeping his RPK at the ready.]]&lt;br /&gt;
[[File:RPK MWII ADS.jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:RPK MWII inspect2.jpg|thumb|none|600px|Inspecting the RPK, the player character takes a peek at the contents of its drum magazine (incendiary 7.62x39mm rounds).]]&lt;br /&gt;
[[File:RPK MWII inspect3.jpg|thumb|none|600px|As with most of the guns in Modern Warfare II, the inspect animation is capped off with a brass check.]]&lt;br /&gt;
[[File:RPK MWII reload1.jpg|thumb|none|600px|Removing a half empty magazine.]]&lt;br /&gt;
[[File:RPK MWII firing.jpg|thumb|none|600px|Unloading said incendiary rounds into a yellow delivery van.]]&lt;br /&gt;
[[File:RPK MWII reload3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MWII RPK AK (1).jpg|thumb|none|600px|Gunsmith preview of the RPK converted into a 4.5mm bulged trunnion AK rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MG 338==&lt;br /&gt;
The [[SIG-Sauer MG 338]]'s 2020 prototype returns from ''Modern Warfare'', still named the &amp;quot;RAAL MG&amp;quot; (which stands for Reconnaissance Auxiliary Assault Lightweight Machine Gun). It uses essentially the same model from the previous game complete with the SIG-Sauer LMG style stock and the A2 grip.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG-Sauer MG 338 (2020 prototype) - .338 Norma Magnum]]&lt;br /&gt;
[[File:SIG LMG 6.8.jpg|thumb|none|450px|SIG-Sauer LMG (2020 prototype) - 6.8x51mm FURY. Image used as a reference for the stock.]]&lt;br /&gt;
[[File:MW22 MG338.jpg|thumb|none|600px|The MG 338 in the loadout screen. It is the ''Modern Warfare'' model recycled with the only rework being a white body/black elements and the markings of the fictional manufacturer &amp;quot;EXPEDITE&amp;quot;.]]&lt;br /&gt;
[[File:MG338 MWII idle.jpg|thumb|none|600px|The player character wielding his SIG MG 338 on the &amp;quot;Farm 18&amp;quot; map.]]&lt;br /&gt;
[[File:MG338 MWII ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MG338 MWII inspect1.jpg|thumb|none|600px|Inspecting the MG 338 by popping the top cover open.]]&lt;br /&gt;
[[File:MG338 MWII inspect2.jpg|thumb|none|600px|Inspecting the left hand side of the machine gun.]]&lt;br /&gt;
[[File:MG338 MWII inspect3.jpg|thumb|none|600px|Inspecting the right hand side.]]&lt;br /&gt;
[[File:MG338 MWII reload1.jpg|thumb|none|600px|Reloading the machine gun, first by racking the charging handle...]]&lt;br /&gt;
[[File:MG338 MWII reload2.jpg|thumb|none|600px|Flipping the feed tray to clear stray links.]]&lt;br /&gt;
[[File:MG338 MWII reload3.jpg|thumb|none|600px|Removing the belt box.]]&lt;br /&gt;
[[File:MG338 MWII reload4.jpg|thumb|none|600px|Closing the top cover on the new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
The [[Steyr AUG HBAR|Steyr AUG HBAR-T]] appears in the game as the &amp;quot;HCR 56&amp;quot;. It feeds by default from the same 60-round magazines that were available for it in ''Modern Warfare'', which are based on the Magpul D60 drum, however this seem to be non-STANAG as the NATO variant of the AUG doesn't have a bolt release (which the gun in the game incorrectly features). It can also equip a fictional polymer MAG5-100 as well as the 42 round HBAR magazine and 30 round standard AUG magazine.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|450px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW22 AUG HBAR.jpg|none|thumb|600px|The AUG HBAR-T in the loadout screen.]]&lt;br /&gt;
[[File:MWII AUG HBAR (1).jpg|thumb|none|600px|Charging the AUG HBAR in its equip animation.]]&lt;br /&gt;
[[File:MWII AUG HBAR (2).jpg|thumb|none|600px|The &amp;quot;HCR 56&amp;quot; in idle.]]&lt;br /&gt;
[[File:MWII AUG HBAR (3).jpg|thumb|none|600px|Reloading the D60-esque drum mag.]]&lt;br /&gt;
[[File:MWII AUG HBAR (4).jpg|thumb|none|600px|By default, the operator thumps the bolt release on empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] returns as the &amp;quot;STRELA-P&amp;quot;.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MWII M4 CG (0).jpg|thumb|none|600px|A preview of the Carl Gustaf, as seen in the launcher camo customization tab.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The stylized [[FGM-148 Javelin]] returns as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|450px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU - 127mm]]&lt;br /&gt;
[[File:MWII FGM-148 (0).jpg|thumb|none|600px|Right side view of the Javelin system.]]&lt;br /&gt;
&lt;br /&gt;
==FN40GL==&lt;br /&gt;
The [[FN40GL]] appears as the underbarrel grenade launcher option for the SCAR variants, identified as &amp;quot;Hellscream 40mm&amp;quot; in the Gunsmith, though it's called &amp;quot;M203&amp;quot; when picking up a SCAR from the ground.&lt;br /&gt;
[[File:Scar-L std 40gl.jpg|thumb|none|450px|FN40GL mounted on a SCAR-L - 40x46mm]]&lt;br /&gt;
[[File:MWII FN40GL (0).jpg|thumb|none|600px|The SCAR-L/FN40GL combo in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
A stylized [[GP-25]] appears as the underbarrel grenade launcher option for the AK/Kastov rifles, under the name &amp;quot;KL40-M2&amp;quot;, although like the FN40GL it is mislabeled as an M203 on dropped weapons featuring this attachment.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MWII GP-25 (0).jpg|thumb|none|600px|Closeup of the GP-25 underneath an AKMS mockup.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher is available as an underbarrel option, under the name &amp;quot;SPW 40mm&amp;quot;, despite being identified as an M203 when picking up a dropped weapon equipped with it.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MWII M203 (0).jpg|thumb|none|600px|The LMT M203 attached to the M16, which gives it the classic heat shields.]]&lt;br /&gt;
&lt;br /&gt;
==Madbull XM203==&lt;br /&gt;
The same Madbull XM203/ISTEC ISL-200 hybrid from ''Modern Warfare'' appears as the &amp;quot;TL40 Fire Drake&amp;quot;.&lt;br /&gt;
[[File:XM203.jpg|thumb|none|350px|'''Airsoft''' Madbull XM203 - (fake) 40x46mm]]&lt;br /&gt;
[[File:ISL-200.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 with ISTEC ISL-200 - 40x46mm]]&lt;br /&gt;
[[File:MWII XM203 (0).jpg|thumb|none|600px|The &amp;quot;Fire Drake&amp;quot; launcher on an AUG A3-CQC style build.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor AV-140 MSGL==&lt;br /&gt;
The [[Milkor Mark 14|Milkor AV-140 MSGL]] appears in the campaign as the &amp;quot;REV G-80&amp;quot; (while in Spec Ops, Warzone Battle Royale, DMZ and multiplayer it's named &amp;quot;RGL-80&amp;quot;), firing high-explosive grenades only. As with its ''Modern Warfare'' counterpart, it reloads through the use of a fictional grenade launcher speedloader, regardless of how many grenades were shot prior to reloading. Its designation refers to its revolver-type design and its original design date before its actual development for the SADF, which is 1980. It appears as a rare weapon during the Gun Game gamemode in multiplayer, although not available in other modes.&lt;br /&gt;
&lt;br /&gt;
The AV-140 MSGL is given to Garrick in &amp;quot;Violence and Timing,&amp;quot; and some MSGLs can be found in the watchtower at the end of the &amp;quot;Prison Break&amp;quot; mission.&lt;br /&gt;
[[File:AV-140 MSGL.jpg|thumb|none|400px|Milkor AV-140 MSGL - 40x46mm]]&lt;br /&gt;
[[File:MWII Gaz MSGL.jpg|thumb|none|600px|''&amp;quot;Sweet heat, Captain!&amp;quot;'' &amp;lt;BR&amp;gt; Gaz receiving a Milkor MSGL given to him by Price during the Al-Qatala convoy chase in Al-Mazrah.]]&lt;br /&gt;
[[File:MWII MSGL (1).jpg|thumb|none|600px|The MSGL in first person view.]]&lt;br /&gt;
[[File:MWII MSGL (2).jpg|thumb|none|600px|Lining up a shot on an AQ truck.]]&lt;br /&gt;
[[File:MWII MSGL (3).jpg|thumb|none|600px|Dumping out the MSGL's cylinder.]]&lt;br /&gt;
[[File:MWII MSGL (4).jpg|thumb|none|600px|Winding in a new set of 40mm rounds with the XRK branded speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is once again featured as a standard rocket launcher in ''MWII'', under the same name. Aiming down the sights now tilt the launcher diagonally as if they are shouldering the weapon, akin to [[Far Cry 3]] and its sequels. It is mainly used by the Las Almas cartel and the Mexican army.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MWII RPG-7 (0).jpg|thumb|none|600px|Gunsmith view of the RPG-7.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The &amp;quot;PILA&amp;quot;, an [[SA-25]] with an [[SA-14 Gremlin]]'s spherical battery coolant unit, returns from ''Modern Warfare'' with a different style of scope. It retains the ability to reload tubes, and dumbfire and lock on to ground vehicles.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MWII SA-25 (0).jpg|thumb|none|600px|Previewing the 9K333 launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
As with ''Modern Warfare'', the &amp;quot;Flash Grenade&amp;quot; in the game is a [[Model 7290 flashbang grenade]]. Picking up the flashbang in the campaign incorrectly dubs it as the &amp;quot;[[M84 stun grenade|M84 Flash]]&amp;quot;. Toggling the &amp;quot;Inverted Flash&amp;quot; option on in the game's settings will make the screen go black when flashed, as opposed to white in its original function.&lt;br /&gt;
&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
Using the same model as with the previous installment, a modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
A retextured version of the [[M18 smoke grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. As before, it is used to mark locations for some killstreaks/scorestreaks.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
A fictionalized [[M67 Hand Grenade]] with a different fuse design is featured in the game as the &amp;quot;Frag Grenade&amp;quot;. Picking up the frag grenade in the campaign refers to it as &amp;quot;M67 Frag&amp;quot;.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
A fictionalized [[M18A1 Claymore]] using tripod legs instead of fold-open scissor-legs is featured in the game as the &amp;quot;Claymore&amp;quot;, once again using laser tripwire detonators.&lt;br /&gt;
&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==M7 Spider==&lt;br /&gt;
A heavily stylized M7 Spider mine is featured as the &amp;quot;Cluster Mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The same fictionalized depiction of the [[M84 stun grenade]] from the previous ''Modern Warfare'' installment is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;Proximity Mine&amp;quot; returns in ''MWII'' under a new model, with the general look may be similar in both of the games. It resembles less of its real-life counterparts as with ''MW19''. It is accurately described as a &amp;quot;proximity-triggered explosive&amp;quot;, as opposed to a &amp;quot;pressure-triggered&amp;quot; explosive in the previous installment.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The &amp;quot;Thermite&amp;quot; grenade returns from ''MW19'', under a slightly altered model and new texture. They function exactly how they were in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Various vehicles have turret-mounted [[Browning M2HB]]s, returning from the previous game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MWII M2HB (1).jpg|thumb|none|600px|As with the previous game, the character runs the Browning's action when first manning it, which is the correct military procedure.]]&lt;br /&gt;
[[File:MWII M2HB (2).jpg|thumb|none|600px|Watching some NPC characters perform a cool helo inserting from behind the MAT-V inspired MRAP's M2 turret.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The stylized Harrier II appears again with a low-detailed [[M197 Vulcan]] turret.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
A-10 Thunderbolt IIs return as the &amp;quot;Precision Airstrike&amp;quot; killstreak, performed with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
AH-64D/E Apaches return as an attack helicopter in-game. They mount [[M230 Chain Gun]]s, with some apparently having two at the same time. The double-M230 Apaches appear in &amp;quot;Kill or Capture&amp;quot; and &amp;quot;Ghost Team.&amp;quot;&lt;br /&gt;
[[File:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|450px|Hughes/Alliant Techsystems M230 chain gun - 30x113mm B]]&lt;br /&gt;
[[File:MWII AH-64 (1).jpg|thumb|none|600px|Garrick observes the AH-64 commandeered in &amp;quot;Ghost Team.&amp;quot; Here, the M230 on it and the one behind is absent entirely.]]&lt;br /&gt;
[[File:MWII AH-64 (2).jpg|thumb|none|600px|Said Apache brings in the hurt later on as the mission switches to Soap as the player character.]]&lt;br /&gt;
[[File:MWII AH-64 (3).jpg|thumb|none|600px|The AH-64 now apparently sports TWO M230 autocannons though the more forward one is functioning as if it was an M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun appears as the Sentry Gun killstreak in multiplayer; one of the few instances of the Sentry Gun not being some kind of a minigun in the series. A stockless M240 is used in the RWS turret atop the Merkava Mk.4 - CV90 &amp;quot;frankentank&amp;quot;.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The same pseudo-AC-130 from ''Modern Warfare'' returns, now with an appearance in the Campaign and again as a multiplayer killstreak reward. Its [[M102 Howitzer|M102 105mm howitzer]] appears prominently in the pre-rendered cutscenes of the &amp;quot;Close Air&amp;quot; and &amp;quot;Hardpoint&amp;quot; missions, but its functionality is replaced by AGM-114 Hellfire style missiles in gameplay.&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
[[File:MWII M102 (1).jpg|thumb|none|600px|Graves and the M102 crew at the rear of the gunship.]]&lt;br /&gt;
[[File:MWII M102 (2).jpg|thumb|none|600px|It is erroneously also depicted where the 40mm Bofors gun should be, with another gun crew.]]&lt;br /&gt;
[[File:MWII M102 (3).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Minigun==&lt;br /&gt;
Some kind of minigun is mounted on the &amp;quot;Wheelson&amp;quot; UGV killstreak unlike the auto grenade launchers used on the wheelsons in ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==Mortar==&lt;br /&gt;
Some yet-to-be-identified mortars are seen outside a building in the mission &amp;quot;Recon by Fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
Mil Mi-24 &amp;quot;Hind&amp;quot; helicopters appear in ''MWII'' and feature the nose mounted [[Yakushev-Borzov Yak-B]] rotary cannons. Compared to the earlier games, the Mi-24 also correctly only has this chin gun, whereas unused 23/30mm twin GSh cannons were present in the original trilogy.&lt;br /&gt;
[[File:YakB-127mm.jpg|thumb|none|450px|Yakushev-Borzov Yak-B - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A slightly modified version of the reverse draw crossbow reappears from the previous game. It appears as a bonus weapon unlocked in safes in the missions &amp;quot;El Sin Nombre&amp;quot; and &amp;quot;Alone&amp;quot;, and it is available in multiplayer as part of Season 2 content; unlocked by completing all of the &amp;quot;Path of the Ronin&amp;quot; event challenges or by buying a bundle in the store that has the blueprint available.&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Kimber / Colt M1911 hybrid==&lt;br /&gt;
The previous game's [[Kimber Custom TLE/RL II]] is seen in a cartel member's waistband in the campaign during the mission &amp;quot;El Sin Nombre&amp;quot;. It is modeled after the &amp;quot;Callous&amp;quot; blueprint from ''Modern Warfare'', which has a classic [[M1911 pistol series|Colt M1911]]-style slide with rear vertical serrations. This is a low quality model and it's unusable by the player.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:1911 mw22.jpg|thumb|none|600px|The 1911 in the cartel member's belt.]]&lt;br /&gt;
&lt;br /&gt;
==STI 2011==&lt;br /&gt;
An unusable STI 2011 resembling the [[STI Tactical|STI Tactical 5.0]] can be seen on a table during the mission &amp;quot;Recon by Fire&amp;quot;, outside the outbuildings next to the lighthouse. It appears to be the &amp;quot;Corax&amp;quot; blueprint from ''Modern Warfare'', which has a [[SIG-Sauer 1911 Series#SIG-Sauer 1911 Traditional TACOPS|SIG-Sauer 1911]] style skeletonized trigger.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
A portrait of Diego inside the Las Almas mansion has two [[AK-47]]s crossed in the background. These appear to be the &amp;quot;Golden Dragon&amp;quot; blueprint from ''MW19''. The actual model is also present in lockers inside a shed on the Farm 18 multiplayer level. &lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MWII Diego AK-47 portrait.jpg|thumb|none|600px|Señior Diego's cigar chomping portrait.]]&lt;br /&gt;
[[File:MWII Farm 18 AK-47.jpg|thumb|none|600px|The AK-47s lined inside the locker, under poor lighting.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
A [[FAMAS F1]] is seen in the &amp;quot;Wading&amp;quot; loading screen.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A [[FAMAS Valorisé]] is seen in the &amp;quot;Triple Threat&amp;quot; loading screen.&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
Two racks with three [[PKM]]s each are also found next the AK-47s on Farm 18.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MWII Farm 18 PKM.jpg|thumb|none|600px|One of the racks of PKMs, with marginally better lighting. It appears to be a reused asset from ''Modern Warfare''.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1529391</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1529391"/>
		<updated>2022-10-30T17:21:43Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Boney Hadger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True_Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is an unknown holographic sight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is an unknown sight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized Surefire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
==Magazines==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it.  The MPX and MCX also cannot be found in the gunsmith, though the MPX is in the campaign. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1529390</id>
		<title>Talk:Call of Duty: Modern Warfare II (2022)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_II_(2022)&amp;diff=1529390"/>
		<updated>2022-10-30T17:12:24Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Boney Hadger */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous=&lt;br /&gt;
==CBU-97 Sensor Fuzed Weapon==&lt;br /&gt;
The CBU-97 Sensor Fuzed Weapon is delivered by the B-2 Spirit as part of the &amp;quot;Stealth Bomber&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Snapshot Grenade&amp;quot;==&lt;br /&gt;
The fictional self flying disco ball inspired &amp;quot;Snapshot Grenade&amp;quot; returns from ''Modern Warfare''.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Drill Charge&amp;quot;==&lt;br /&gt;
The &amp;quot;Drill Charge&amp;quot; is a fictional device loosely resembling the Hafthohlladung magnet mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Combat Knife&amp;quot;==&lt;br /&gt;
The &amp;quot;Combat Knife&amp;quot; seems to be based on SOG knives, particularly SOG Pillar.&lt;br /&gt;
&lt;br /&gt;
==Container-Launched Missile System==&lt;br /&gt;
A fictional American container-launched ballistic missile system serves as the central catalyst for the campaign storyline. The appearance of the missile itself resembles a US Tomahawk or Russian Kalibr. In the opening mission, it is utilized by Shadow Company PMCs to eliminate the fictional Iranian general Ghorbrani; the real life event that inspired this scene, the assassination of Qasem Soleimani, was instead executed via an MQ-9 Reaper drone.&lt;br /&gt;
&lt;br /&gt;
The missile system is a container-launched missile system, able to be transported and launched from a standard shipping container. In real life, such container-launched missile systems have been (as of 2022) developed and/or produced by Russia (in the Club-K), China (in the YJ-18C), and Israel (in the LORA) since 2010, and there are no known American container-launched missile systems. The in-game missile system appears to be primarily based on the Club-K in its structural configuration, though the in-game system features only one launch tube instead of four.&lt;br /&gt;
&lt;br /&gt;
==MK-12A==&lt;br /&gt;
The same ''[[True_Lies#MK-12A|True Lies]]'' inspired MK-12A nuclear warhead returns from ''Modern Warfare''. It is seen in the &amp;quot;Low Profile&amp;quot; spec ops mission.&lt;br /&gt;
&lt;br /&gt;
==MIM-23 Hawk==&lt;br /&gt;
The MIM-23 Hawk surface-to-air missile system is featured in the &amp;quot;Denied Area&amp;quot; spec ops mission. It is misattributed as &amp;quot;Russian-made&amp;quot; when in reality it is of US origin.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/AGM-154 JSOW hybrid==&lt;br /&gt;
The same SCALP-EG/AGM-154 JSOW hybrid cruise missile from ''Modern Warfare'' returns along with all its fictionalizations as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==Optics==&lt;br /&gt;
===Aimpoint CompM2===&lt;br /&gt;
A stylized Aimpoint CompM2 is featured as the &amp;quot;SZ Sro-7&amp;quot; (&amp;quot;SZ Reflex&amp;quot; in the beta).&lt;br /&gt;
&lt;br /&gt;
===Colt Scope===&lt;br /&gt;
The &amp;quot;Forge-Tac Delta 4&amp;quot; is based on the Colt Scope. &lt;br /&gt;
&lt;br /&gt;
===Hensoldt ZF 6×42 PSG1===&lt;br /&gt;
The &amp;quot;Lachmann Impact 9&amp;quot; is based on the ZF 6×42 PSG1, the PSG1's proprietary scope; its stylization also makes it resemble the very similar ZF 6×42 BL scope from the SG 550. The ZF 6×42 PSG1 is fittingly unlocked by using the PSG1's sister rifle, the SR9 (&amp;quot;LM-S&amp;quot;), and as that rifle lacks the PSG1's built-in scope mounts it instead attaches using a G3 claw mount. Interestingly, while its reticle is incorrect for the real ZF 6×42 PSG1 (that being a completely basic, simple crosshair), its in-game reticle is a very close match to a reticle from a ''different'' Hensoldt scope that comes up prominently when performing an internet image search for &amp;quot;ZF 6×42 PSG1&amp;quot;, which while incorrect, does speak to developer intent.&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer ROMEO 3 MAX===&lt;br /&gt;
The SIG-Sauer ROMEO 3 MAX based &amp;quot;Cronen LP945 Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Cronen Mini Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Lonewolf Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Lonewolf Optic&amp;quot; is an unknown holographic sight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Schlager 4X&amp;quot;===&lt;br /&gt;
The &amp;quot;Schlager 4X&amp;quot; is an unknown sight.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Thermo-Optic X9&amp;quot;===&lt;br /&gt;
The &amp;quot;Thermo-Optic X9&amp;quot; appears to be a stylized Steiner Optics CQT with some kind of magnifier.&lt;br /&gt;
&lt;br /&gt;
===Leupold HAMR===&lt;br /&gt;
The Leupold HAMR based &amp;quot;Integral Hybrid&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Hybrid Firepoint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Vortex Venom Red Dot===&lt;br /&gt;
The Vortex Venom Red Dot based &amp;quot;Solozero Optics Mini Reflex&amp;quot; from ''Modern Warfare'' returns as &amp;quot;SZ Mini&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Cronen Mini Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Cronen Mini Pro&amp;quot; is a reincarnation of the same Docter based red dot from the original ''Modern Warfare 2''.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SZ Sigma-IV Optic&amp;quot;===&lt;br /&gt;
The &amp;quot;SZ Sigma-IV Optic&amp;quot; seems to be loosely inspired by the Trijicon RMR.&lt;br /&gt;
&lt;br /&gt;
===HoloSun HS510C===&lt;br /&gt;
The HoloSun HS510C based &amp;quot;Operator Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;XRK On-Point Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Kobra Red Dot===&lt;br /&gt;
The Kobra Red Dot based &amp;quot;Viper Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;DF105 Reflex Sight&amp;quot;. Its description correctly states that it is of Russian make.&lt;br /&gt;
&lt;br /&gt;
===Aimpoint ACRO P-1===&lt;br /&gt;
A stylized Aimpoint ACRO P-1 is featured as the &amp;quot;SZ Minitac-40&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===OKP-7===&lt;br /&gt;
The OKP-7 based &amp;quot;Monocle Reflex Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Monocle CT90&amp;quot;. Its description correctly states that it is of Russian origin.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Corio RE-X Pro&amp;quot;===&lt;br /&gt;
The &amp;quot;Corio RE-X Pro&amp;quot; resembles Meprolight M21 with control buttons from HoloSun HS510C.&lt;br /&gt;
&lt;br /&gt;
===BelOMO PK-AS-W===&lt;br /&gt;
The BelOMO PK-AS-W based &amp;quot;APX5 Holographic Sight&amp;quot; from ''Modern Warfare'' returns as &amp;quot;Kazan-Holo&amp;quot;. Its description states that it is of Russian origin rather than Belarussian.&lt;br /&gt;
&lt;br /&gt;
===1P29 Scope===&lt;br /&gt;
The 1P29 Scope based &amp;quot;VLK 3.0x Optic&amp;quot; from ''Modern Warfare'' returns as &amp;quot;VLK 4.0 Optic&amp;quot;. Its description correctly states that it is of Russian origin and has 4x magnification.&lt;br /&gt;
&lt;br /&gt;
===Trijicon ACOG===&lt;br /&gt;
A stylized Trijicon ACOG is featured as the &amp;quot;SZ Bullseye Optic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Muzzle devices==&lt;br /&gt;
===OSS HELIX HX 762 Suppressor===&lt;br /&gt;
The &amp;quot;Forge-Tac Dreadnaught Suppressor&amp;quot; appears to be an OSS HELIX HX 762 Suppressor.&lt;br /&gt;
&lt;br /&gt;
===SOCOM556 MINI2 Suppressor===&lt;br /&gt;
The &amp;quot;Echoline GS-X Suppressor&amp;quot; is a stylized Surefire SOCOM556 MINI2 Suppressor.&lt;br /&gt;
&lt;br /&gt;
==Grips==&lt;br /&gt;
===&amp;quot;D15 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;D15 Grip&amp;quot; is loosely based on Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Sakin ZX Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Sakin ZX Grip&amp;quot; appears to be a combination of Hera Arms and Magpul grips.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Phantom Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Phantom Grip&amp;quot; is a stylized Valkyrie Dynamics AR Cobra Skeleton Grip.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Support CP90 Grip&amp;quot;===&lt;br /&gt;
The &amp;quot;Support CP90 Grip&amp;quot; is a stylized Ergo Tactical Deluxe Grip with Palm Shelf.&lt;br /&gt;
&lt;br /&gt;
==Magazines==&lt;br /&gt;
===MG15 Saddle Drum (modified)===&lt;br /&gt;
A [https://www.1919a4.com/threads/m-14-50-rd-drum.62713/ modified MG15 Saddle Drum] is available for the G3 as the &amp;quot;50-Round Drum&amp;quot;. Such modifications exist in reality, but it is incorrectly depicted as a 50rd single drum while the real ones consist of both 75rd drums. [http://www.rdts.com/HK_Upgrades.html Additional info].&lt;br /&gt;
&lt;br /&gt;
==Lasers==&lt;br /&gt;
===&amp;quot;Corvus PEQ Beam-5&amp;quot;===&lt;br /&gt;
The &amp;quot;Corvus PEQ Beam-5&amp;quot; appears to be a stylized Wilcox Raid X.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
==P220==&lt;br /&gt;
[https://www.youtube.com/watch?v=HPjVKjWEivU Found a video of it,] it's accessible in the Beta build through a trick involving Overkill. The inspect animation makes use of the decocker, which is super cool. Having the &amp;quot;weapon family&amp;quot; system in this game seems to be giving us a lot of guns that otherwise would have been a lot less likely to appear on their own. :) [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 17 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==PK and AK on Farm 18==&lt;br /&gt;
There are a bunch of PKs and AKs in a little shed near the firing range on one side of Farm, and the AKs seem to be standard wood furniture AK-47/AKM types, but I didn't have a scope handy to look closer. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:09, 26 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Benelli==&lt;br /&gt;
Since I figure this'll be a point of discussion later on: I think the &amp;quot;Expedite 12&amp;quot; (weird name, BTW) is mostly based on the M2 Super 90 (given the rounded receiver with the beveling around the trigger group, the trigger guard's shape, et cetera), with a magazine tube/front end that's closer to the M4. We might want to see the release build's attachments to be sure, though - if all the alternate barrels/mag tubes (not sure if they'll be doing those separately, but I sure hope so) have the gas block, then we could say it's an M4 with M2-based bits; if it can be re-built without a gas block, we'll say it's just an M2 with a barrel/mag tube linkage that looks like a gas block. Thoughts? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 00:27, 28 September 2022 (UTC)&lt;br /&gt;
:I don't know each of them well enough to weigh in on which it is (or is a combo of), but for a related bit of interesting info, one of the animators commented explaining how the inspect animation is actually correct (won't feed from the tube when cycling manually, unless first pressing the button to load a shell from the tube to the lifter) and that the animator who did this gun actually has their own real one which they used for reference. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:07, 28 September 2022 (UTC)&lt;br /&gt;
::Just based on the gas system (the in-game description also states it is gas operated) I'd say it's safely meant to be an M4, just with the stylizations giving the rear end of the receiver some M2 resemblance.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 01:18, 28 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying the &amp;quot;FTac Recon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So... any idea regarding this? As far as I can tell, the left side is reminiscent of the &amp;quot;XRK M4&amp;quot; blueprint from MW19, while on the right side, the shape of the upper receiver is kinda similar to some rifles such as the Wilson Combat .458 SOCOM Recon Tactical or the CMMG MkW-15. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 20:44, 1 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Referring to the G3 family as civilian versions ==&lt;br /&gt;
&lt;br /&gt;
I feel that &amp;quot;no paddle release means civilian&amp;quot; is a rule of thumb that's being taken a bit too literally and in a vacuum, in the context of a video game with deliberately stylized weapons, as opposed to an actual live action setting where we're ID'ing &amp;quot;real&amp;quot; props. The SR9 is a fair ID as it features ironsights (which the PSG1 lacks), but the G3/HK33/MP5 trio should be getting a more detailed look to determine ID than just &amp;quot;no paddle&amp;quot;. The civilian rifles differ in more than just that feature (especially since we're apparently ignoring the select-fire fire control groups, including the MP5 having burst) but it's become the &amp;quot;standard&amp;quot; way of ID'ing them in live action simply because it's easily visible; this doesn't necessarily carry over to other mediums. I don't mean any of this as a criticism or an argument, I just wanted to open a discussion on properly ID'ing them. Considering how stylized they are, I would definitely lean towards being the proper military versions, but with a note like ''&amp;quot;Among the stylized elements of the rifle, it lacks a paddle magazine release, a trait more commonly associated with the civilian pattern&amp;quot;'' or similar. It's also worth noting that the Slight of Hand reloads actually use the (not visible) paddle release, with the AK-style knocking out the old mag with the new one. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:09, 16 October 2022 (UTC)&lt;br /&gt;
:The mentioned civilian HK rifles can actually have visible full-auto fire control groups when converted in reality, so it's not like the IDs are incorrect (this includes the HK94, which can be fitted with a burst/full-auto trigger group). By the way, regarding the SR9, it's not just the presence of sights, but also the fact it lacks the PSG-1's silent bolt closing device and stiffening bars. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:31, 16 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Launch weapon count ==&lt;br /&gt;
[https://www.callofduty.com/blog/2022/10/call-of-duty-modern-warfare-II-campaign-early-access-launch-overview#Weapons Per this absolutely enormous blog,] which also has some noteworthy images, we now have the amount of each weapon class at launch. Fifty-one weapons split across thirty-three platforms: Ten Assault Rifles, four Battle Rifles, seven Submachine Guns, six Light Machine Guns, four Shotguns, six Marksman Rifles, three Sniper Rifles, one Riot Shield, five Sidearms, four Launchers, and one Melee secondary weapon. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:28, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Boney Hadger ==&lt;br /&gt;
&lt;br /&gt;
I'm not too invested in this, but I think it might make sense to ID it as both. The model is just probably stylized outright and I think the right side has some resemblance to the Q variant. We've had some people in the discord ask why it has been remarked as the AAC version.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:05, 21 October 2022 (UTC)&lt;br /&gt;
:If there is some Q influence in it, feel free to add it (we need some proper footage of the gun's right side regarding this). But the weapon overall seems to be mainly based on the AAC version, as noted by the magwell on the left side and the bulge between the bolt catch and the trigger guard. Plus, the line between the pistol grip and the fire selector is completely horizontal on the AAC version (the in-game rendition kinda looks like this), which is not the case for the Q version. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 22:43, 21 October 2022 (UTC)&lt;br /&gt;
:: https://cdn.discordapp.com/attachments/801926953292398685/1033044694508245043/unknown.png This was shared - noticed it has a MCX charging handle, since the game is putting them in the same family.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 22:56, 21 October 2022 (UTC)&lt;br /&gt;
:::Ah yeah, on the right side the upper is based on the Q model. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:08, 21 October 2022 (UTC)&lt;br /&gt;
The weapon appears to have been cut from the final release.  I'm looking through the gunsmith after the MP version has gone live and I'm not seeing it. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 17:12, 30 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==COD 2024 leaked weapon list==&lt;br /&gt;
&lt;br /&gt;
Posting this here because I doubt the admins would allow the creation of a page for a game that will be released in 2 years that has not be officially announced yet.&lt;br /&gt;
&lt;br /&gt;
So in July/2022 someone datamined the .apk for the Warzone Mobile Alpha build and found loads of strings relating to Treyarch's 2024 Cold War sequel including maps names/images, new game modes, the story setting and more importantly to us a partial list of the guns that will be in the game. This was possible because MWII, WZ2.0, WZM and COD 2024 will all run on the same Infinity Ward updated engine, WZM that releases in 2023 is already using the same weapon models/animations from MWII/WZ2.0 for example. Here are screenshots of all the COD 2024 weapon strings so far(same can be found in MWII's code now): https://i.imgur.com/DkRtTep.jpg https://i.imgur.com/7ZdP0UC.jpg https://i.imgur.com/jeeKKe0.jpg&lt;br /&gt;
&lt;br /&gt;
Explaining the rationale of identifying the guns by the strings: t10(Treyarch's 10th lead developer game)_ar(assault rifle)_p01(weapon platform number 01)_coslo723('''Co'''lt 723, initials using their own phonetic alphabet plus numbers)_variant_0(the base model of the gun, the special blueprints start from variant_1)&lt;br /&gt;
&lt;br /&gt;
The game's story is set in the early to mid 90's(at least) since there are map images of one of Saddam's palaces being raided, an American base housing a Lockheed F-117 Nighthawk being bombarded and there are references in strings to the Mogadishu battle.&lt;br /&gt;
&lt;br /&gt;
But only now people were able to accurately name every weapon from the strings bar a single one. The game will use the same weapon platform system from MWII for different receivers that include either a different caliber, a different shooting mode(full or semi) or a different combat role(battle rifle or dmr) on the same platform. From the list below you can see they really took care not to overlap with the guns that are already in MWII and to keep them accurate to the game's time period. Here's the list with my commentaries:&lt;br /&gt;
&lt;br /&gt;
AR = Assault Rifle&lt;br /&gt;
BR = Battle Rifle&lt;br /&gt;
DM = Marksman Rifle&lt;br /&gt;
LM = Light Machine Gun&lt;br /&gt;
PI = Pistol&lt;br /&gt;
SH = Shotgun&lt;br /&gt;
SM = Submachine Gun&lt;br /&gt;
SN = Sniper Rifle&lt;br /&gt;
ME = Melee&lt;br /&gt;
LA = Launcher&lt;br /&gt;
&lt;br /&gt;
ArmaLite platform:&lt;br /&gt;
&lt;br /&gt;
AR: Colt Model 723&lt;br /&gt;
&lt;br /&gt;
DM: M16&lt;br /&gt;
&lt;br /&gt;
LM: AR-10 LMG(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
SN: SR-25&lt;br /&gt;
&lt;br /&gt;
*The 723 was the obvious stand-in for the M4. They have a hard on to always make the M16 a DMR like it was in CW, but if they really wanted to do so they could have used the period accurate Colt Sporter Rifle Delta HBAR. The 7,62×51mm AR-10 LMG prototype was a really obscure choice, they could have gone with a C7A1 LSW with a Beta C-Mag instead. The SR-25 is finally in a COD game, but there is another string that has it as a DMR which is more accurate on how the sniper rifles in MWII all have larger calibers while the dmrs use calibers around the 7,62×51mm size. They could have easily had a Colt 9mm SMG too since it's period accurate.&lt;br /&gt;
&lt;br /&gt;
AK-74 platform:&lt;br /&gt;
&lt;br /&gt;
AR: AK-74&lt;br /&gt;
&lt;br /&gt;
SM: Gepard PDW(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
LM: PU-21(obscure prototype, belt or magazine-fed)&lt;br /&gt;
&lt;br /&gt;
BR: AEK-973(however 7.62x39mm isn't a battle rifle caliber, just like the .458 SOCOM Ftac Recon in MWII)&lt;br /&gt;
&lt;br /&gt;
*The base AK-74 is finally in a COD game. The Gepard is very obscure and its main gimmick is being able to use various calibers with minor modification, it may use one of the armor piercing rounds it could use instead of being vanilla 9mm. The PU-21 is on the same level of obscurity, but we will be able to make the RPK-74 anyway. An AEK series is finally in COD, but they made the same mistake of putting it into the battle rifle category while using an intermediate cartridge (A Galil in 7.62x51mm NATO would be more accurate for the category but not in the same weapon family). A Saiga-12 could easily be part of this platform, maybe even converted to full-auto.&lt;br /&gt;
&lt;br /&gt;
SIG platform:&lt;br /&gt;
&lt;br /&gt;
AR: SIG SG 550&lt;br /&gt;
&lt;br /&gt;
BR: SIG SG 542&lt;br /&gt;
&lt;br /&gt;
SM: FAMAE SAF&lt;br /&gt;
&lt;br /&gt;
*FAMAE debuts in COD. A 550-1/550 SR will appear as an attachment variation.&lt;br /&gt;
&lt;br /&gt;
CETME&amp;amp;HK platform:&lt;br /&gt;
&lt;br /&gt;
AR: CETME Model L&lt;br /&gt;
&lt;br /&gt;
BR: CETME Model C&lt;br /&gt;
&lt;br /&gt;
SM: MP5&lt;br /&gt;
&lt;br /&gt;
*Model L is new to COD. Funny how you can make a H&amp;amp;K MP5 from a CETME Model C, so making a 5.56x45mm HK23 or GR9 would not be that far fetched for this platform(the HK21 is already in MWII).&lt;br /&gt;
&lt;br /&gt;
FAL platform:&lt;br /&gt;
&lt;br /&gt;
BR: FN FAL&lt;br /&gt;
&lt;br /&gt;
DM: either the IMI Rovat, the Belgian M2 sniper variant(obscure and just a FAL with a sniper scope) or something else way more obscure&lt;br /&gt;
&lt;br /&gt;
SM: IMBEL MD1(obscure prototype)&lt;br /&gt;
&lt;br /&gt;
*The MD1 was a cool choice, they really did their homework and it even has some attachment variations despite being a prototype. The DMR of the this platform is the only weapon that couldn't be positively identified(an accurized FAL? lol)&lt;br /&gt;
&lt;br /&gt;
AS Val platform:&lt;br /&gt;
&lt;br /&gt;
AR: AS Val&lt;br /&gt;
&lt;br /&gt;
SM: SR-3 Vikhr&lt;br /&gt;
&lt;br /&gt;
*Vintorez will be just an attachment variant, it seems.&lt;br /&gt;
&lt;br /&gt;
Kulspruta platform:&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58(6.5x55 mm)&lt;br /&gt;
&lt;br /&gt;
LM: Ksp 58D(shorter modernized variant in 7.62x51mm NATO)&lt;br /&gt;
&lt;br /&gt;
*Weird choice, but at least the calibers are different. Guess they didn't want to use the obvious M240.&lt;br /&gt;
&lt;br /&gt;
PGM platform:&lt;br /&gt;
&lt;br /&gt;
SN: PGM Ultima Ratio&lt;br /&gt;
&lt;br /&gt;
SN: PGM Hécate II&lt;br /&gt;
&lt;br /&gt;
*Cool choice. The .338 Mini Hecate could easily be here, unless the Ultima is using something larger than 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
Dragunov platform:&lt;br /&gt;
&lt;br /&gt;
SN: SVD Dragunov&lt;br /&gt;
&lt;br /&gt;
DM: SVU Dragunov&lt;br /&gt;
&lt;br /&gt;
*First time both guns will be playable in MP in the same COD game(BO2 had the SVD as campaign only). &lt;br /&gt;
&lt;br /&gt;
Mossberg platform:&lt;br /&gt;
&lt;br /&gt;
SH: Mossberg 500&lt;br /&gt;
&lt;br /&gt;
SH: Bullpup Mossberg 500&lt;br /&gt;
&lt;br /&gt;
*Bullpup will debut in a COD game.&lt;br /&gt;
&lt;br /&gt;
Break-Action Shotgun platform:&lt;br /&gt;
&lt;br /&gt;
SH: CBC Model SB(single barrel)&lt;br /&gt;
&lt;br /&gt;
SH: Rottweil Skeet Olympia 72(over-under double barrel)&lt;br /&gt;
&lt;br /&gt;
*Finally the actual Olympia will be in a COD game.&lt;br /&gt;
&lt;br /&gt;
Grendel platform:&lt;br /&gt;
&lt;br /&gt;
PI: Grendel P30(.22 Winchester Magnum Rimfire)&lt;br /&gt;
&lt;br /&gt;
SM: Grendel R31(converted to full-auto)&lt;br /&gt;
&lt;br /&gt;
*Cool choice and caliber.&lt;br /&gt;
&lt;br /&gt;
USP platform:&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(9x19mm)&lt;br /&gt;
&lt;br /&gt;
PI: H&amp;amp;K USP(.40 S&amp;amp;W)&lt;br /&gt;
&lt;br /&gt;
*Mk 23/SOCOM could easily fill the .45 ACP pistol spot here.&lt;br /&gt;
&lt;br /&gt;
Makarov platform:&lt;br /&gt;
&lt;br /&gt;
PI: Makarov PM&lt;br /&gt;
&lt;br /&gt;
PI: Stechkin APS&lt;br /&gt;
&lt;br /&gt;
*Russian forces will finally have their time period adequate loadout with the AK-74, RPK-74(attachment variation only), Makarov and Dragunov.&lt;br /&gt;
&lt;br /&gt;
Melee platform:&lt;br /&gt;
&lt;br /&gt;
ME: Knife&lt;br /&gt;
&lt;br /&gt;
Panzerfaust platform:&lt;br /&gt;
&lt;br /&gt;
LA: Panzerfaust 3&lt;br /&gt;
&lt;br /&gt;
*Cool choice but since it's semi reloadable I wonder how they're gonna do its reloading animation. Could they finally give us the RPG-29 Vampir instead of the RPG-7 that's already in MWII?&lt;br /&gt;
&lt;br /&gt;
So, for now we have:&lt;br /&gt;
-16 platforms. 5 ARs, 3 DMs, 4 BRs, 4 LMs, 6 SMs, 4 SHs, 4 SNs, 5 PIs, 1 ME, 1 LA=37 weapons in total&lt;br /&gt;
&lt;br /&gt;
Reminder that this leak doesn't have any solitary weapon that doesn't have any receiver variation(besides the knife and Panzerfaust 3), but single weapon platforms will surely be in the game(as they are in MWII) and around that time period we had some crazy prototypes like the G11 and flechette rifles.&lt;br /&gt;
&lt;br /&gt;
So leave your corrections, additions(like what other guns could be part of these platforms) or thoughts below since we have 2 years until it releases. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:32, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's a really cool list, I would have loved to see quite a few of these (SG 550, Model L, FAL, Hécate II, USP) in MWII. :( [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:59, 25 October 2022 (UTC)&lt;br /&gt;
:For the sake of those less technically inclined, I emphasize this is data publicly released by the publisher (albeit by accident), not something that falls under the &amp;quot;No bootleg&amp;quot; policy. [[User:VladVladson|VladVladson]] ([[User talk:VladVladson|talk]]) 07:10, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am really concerned that they would &amp;quot;stylize&amp;quot; some if not all of these weapons. Otherwise, the weapon choice seems interesting. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 12:55, 25 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can already see Saddam's troops wielding rare and obscure prototype guns, Black Ops gonna Black Ops :D On the suggestions side, I can propose the [[Steyr ACR]], it fits all the Black Ops requirements, namely rare and never used prototype! --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 00:41, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Only now realized that the Ksp 58D is the only really anachronistic gun in the roster, from what I can gather it had a DF test version before being adopted in the mid to late 2000s.--[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 01:04, 26 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magfed Mossberg ==&lt;br /&gt;
Is it just me or its magwell and magazine are straight up copied or at least very heavily inspired by the Vepr-12 relevant parts? [https://molot.biz/goods/vpo-205-00.html Pics that are currently on IMFDB don't seem to reflect the version that I had in mind so I am linking to the Molot-Oruzhie web page instead]. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 01:40, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Indeed, even the magazine capacities match with 8, 10 and 12. Guess they wanted to make the Vepr-12 part of the AK platform but backed down. --[[User:Phillip Graves|Phillip Graves]] ([[User talk:Phillip Graves|talk]]) 18:16, 29 October 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Greg-Z&amp;diff=1476560</id>
		<title>User talk:Greg-Z</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Greg-Z&amp;diff=1476560"/>
		<updated>2022-01-13T02:26:27Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Reversion of discussion page edit for S3 of Nikita (2010) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Earlier discussions: [[User Talk:Greg-Z/Archive 1]], [[User Talk:Greg-Z/Archive 2]]'''''&lt;br /&gt;
&lt;br /&gt;
== Some question of rare gun in movie ==&lt;br /&gt;
&lt;br /&gt;
Hello '''Greg-Z'''! I'm sorry, I have some question: I know, that pages about media, that contain only [[tanegashima]] matchlock are ineligible. But, the movie Azumi contain not only standart arquebuse, but also contain very rare, but realy historical exist Japanese matchlock revolver, so, I created the stub on discussion page: [[Talk:Azumi‎]]. May you visit it for it discussion about it's eligibility, please. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 06:42, 17 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
[http://www.imdb.com/title/tt0384819/?ref_=fn_al_tt_1 Azumi page on imdb].&lt;br /&gt;
:It's absolutely revolving barrels gun (due the obvious reason, I can't upload screenshots with revolving moving, but, I uploaded two screenshots with different barrels position). And, this gun is the equipped with a pistolgrip and it's matchlock, due the typical hammer with a match (I don't know, is the word &amp;quot;hammer&amp;quot; correct for matchlock guns). [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:37, 17 January 2017 (EST)&lt;br /&gt;
::Thanks! The gun on this photo seems much more similar. How do you think, is the term&amp;quot;revolver&amp;quot; correct, and may this page be eligible? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:24, 17 January 2017 (EST)&lt;br /&gt;
:::Many thanks! I changed the name to matchlock pepperbox. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:04, 17 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Net help with ID ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have some request: may you help me to ID the pistol in [[Fat#Unknown Pistol|the hands of Moldovan policeman in Fat]]. It's seem like variant of PM, but, it's not the standart Soviet or Russian model. Probably, it's some Moldovan produced variant. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 07:30, 30 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pistol in Family Happiness (Semeynoe schastye) ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have some question. Maybe I'm wrong, but I notice one wrong ID in the page [[Family Happiness (Semeynoe schastye)]] and add it on the [[Talk:Family Happiness (Semeynoe schastye)|talk page]]. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 18:47, 16 February 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== pistol in Midsomer Murders ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have some moment: at least one of the pistols in the gun shop in [[Midsomer Murders#Flintlock pistol|Midsomer Murders]] are clearly [[Wheellock Pistol|Wheellock]] and not [[Flintlock Pistol|Flintlock]]. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:56, 2 March 2017 (EST)&lt;br /&gt;
[[Image:MidsomerMurders-S13E2-Flintlock.jpg|thumb|none|500px|Pistol at the right, second from bottom: note the typical turned back dog and wheel. The pistol in bottom left are seems to be percussion, not flintlock, but I'm not sure, due it's seems very unclear]]&lt;br /&gt;
[[Image:Wheel lock.jpg|thumb|none|450px|Wheellock pistol]]&lt;br /&gt;
[[File:British Heavy Dragoon pistol.jpg|thumb|450px|none|Flintlock pistol for comprassion.]]&lt;br /&gt;
&lt;br /&gt;
== Check my new page ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have some request: may you check my new page: [[Famous Brigands Stories: Václav Babinský]]? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 07:54, 24 March 2017 (EDT)&lt;br /&gt;
:Hello again!  I'm sorry, I have another request: may you check my new page: another episode of the Brigands Stories: [[Famous Brigands Stories: Schinderhannes]]? Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:16, 1 April 2017 (EDT)&lt;br /&gt;
::Many thanks for the help! Also, how do you think, is the Schinderhannes's father's rifle muzzleloaded or breach loaded? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:03, 1 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Request for help ==&lt;br /&gt;
&lt;br /&gt;
Will do. I'll leave any notes/thoughts in the appropriate talk pages. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:18, 5 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Turetskiy gambit ==&lt;br /&gt;
&lt;br /&gt;
Many thanks for the help! I corrected the page and add two more missed pistols (Russian pecussion cap and flare gun). [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 18:12, 27 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some question about animation ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have have some question: as far, as I know, cartoonish animation are against the rules. However, some western animations (like [[Archer]], [[The Adventures of Tintin]], [[The Iron Giant]], etc.) are allowed, due, it's depicted not cartoonish, but realistic guns. So, I have question to administration: is this animation (Russian feature movie &amp;quot;Fortress. With Shield and Sword (Krepost. Shitom i mechom)&amp;quot; rather realistic for exist or it's to cartoonish and ineligible. The examples of screenshots I uploads [http://forum.imfdb.org/showthread.php?t=2508 here]. So, may I upload screenshots on discussion page to view it for Administrators. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 05:06, 29 April 2017 (EDT)&lt;br /&gt;
:ok, I removed the question. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 06:50, 29 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Check my ID ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have some request: may you check my ID in [[Hidden (Skjult)]]? I found a promo shot, where this rifle is clearly seen. Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 07:08, 6 May 2017 (EDT)&lt;br /&gt;
:I, also remade my old page [[Trackman (Putevoy Obhodchik)]]. I uploaded a few more screenshots and reuploads low quality. May you also check it, please? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 10:30, 6 May 2017 (EDT)&lt;br /&gt;
::Many thanks for the help! I corrected and renaming the page. Also, if it's not hard for you, may you upload image for [[Vladimir Naumov]] (I created actor page and director category, due he holds two different handguns in movie and directed three medias - two movies and one TV-series). Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 10:27, 8 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Picasso Trigger ==&lt;br /&gt;
&lt;br /&gt;
Hi Greg, it is with great pleasure that I can inform you I just finished the [[Picasso Trigger]] page. I had some delay (almost a year...) but now finally the Andy Sidaris &amp;quot;saga&amp;quot; is completed. It's nothing new, most guns are the same, but as usual fun to watch. The unidentified gun pops up again, will make a discussion topic about that on the Main Page. Take care, [[User:PeeWee055|PeeWee055]] ([[User talk:PeeWee055|talk]]) 10:31, 26 May 2017 (EDT)&lt;br /&gt;
:Glad you liked the page. I don't think the P08 Luger is really a target version, would be too expensive for Andy Sidaris. My best guess is that they used a Luger, the barrel broke during the movie shooting and they made a new barrel themselves but it turned out too big. Anything can be expected with an Andi Sidaris movie! [[User:PeeWee055|PeeWee055]] ([[User talk:PeeWee055|talk]]) 04:48, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Difference between M1911 and M1911A1==&lt;br /&gt;
Hello, '''Greg-Z'''! Excuseme, I have some request. I haven't exes to PC at this time. Somebody changes pistol in [[Sailor Moon]] from 1911 to 1911A1. May you check it: is this correct or not? Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:54, 6 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Actor, who holds a single gun==&lt;br /&gt;
Hello, '''Greg-Z'''! Excuseme, I have some question. I have seen, that existthe many pages of actors, who uses only a single gun in single movie. I shall haven't exes to PC for a few next day, so, I ask: may be exist the page for actor [[Lev Fenin]], who playes in many various movies and avarded a USSR avard, but, in currently exist movie pages, he was seen used brifly a wheellock pistol in [[Minin and Pozharsky]]. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 07:51, 10 August 2017 (EDT)&lt;br /&gt;
:Many thanks! I had created the page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:47, 10 August 2017 (EDT)&lt;br /&gt;
::Sorry, yes, I know it, but on the all screenshots, when he holds a gun, his face isn't seen clear. Currently, I can't upload anothes screenshot. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:09, 10 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Andy Sidaris &amp;quot;mystery&amp;quot; pistol finally identified! ==&lt;br /&gt;
&lt;br /&gt;
Hi Greg, you may remember that one 'mystery' pistol kept showing up in Andy Sidaris movies. Thanks to SeptemberJack it has now been identified as the [http://www.antiquetoys.com/product/edison-giocattoli-cap-guns-supermatic/ Edison Giocattoli Sharkmatic], a 1970s Italian cap gun, sold as a toy at the time. &lt;br /&gt;
[[Image:SidarisCapGun.jpg|thumb|none|500px]]&lt;br /&gt;
I will revise the movie/actor pages in due course, and SeptemberJack is working on a Photoshop version of below image. By the way, thanks for updating actor pages for [[Picasso Trigger]] last week, it was on my ‘to-do’ list but I could not find the time yet. Will complete pages related to this movie in the coming weeks. Take care, [[User:PeeWee055|PeeWee055]] ([[User talk:PeeWee055|talk]]) 14:55, 12 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just noticed you were informed separately of this gun a few days ago. I will go ahead anyway and if I see you have already sone some work, I will thank you :-) Take care, [[User:PeeWee055|PeeWee055]] ([[User talk:PeeWee055|talk]]) 15:00, 12 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey Greg, could you please check the discussion page for 'Blank Fire Only Guns'? FunkyChinaman has removed the Edison Giocattoli Sharkmatic (Andy Sidaris mystery gun!) but I am asking him to put it back. Thanks for getting involved, [[User:PeeWee055|PeeWee055]] ([[User talk:PeeWee055|talk]]) 04:47, 15 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help in Wheels of Fire ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request. I upload a few more screenshot for [[Wheels of Fire#PPS-43|PPS-style]] submachine gun. How do you think, is it PPS or not. Also, this gun fired onscreen, so it's real gun and it's seems not mock up. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:47, 16 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unidentified handguns in Dr. Mabuse, the gambler==&lt;br /&gt;
Hi,'''Greg-Z'''!Look, I recently started working on this page, and I couldn't identify 2 revolvers which aren't seen so well(the movie is an old B&amp;amp;W).&lt;br /&gt;
I suggested what could they be, but can you ,please, help me?--[[User:VLAD M|VLAD M]] ([[User talk:VLAD M|talk]]) 11:19, 6 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Musket in Chato's Land ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some guess about musket in [[Chato's Land]]. I think, that's actualy not a musket, but a [[Remington 1863 Zouave]].&lt;br /&gt;
[[Image:Remingtonzouave.jpg|thumb|400px|none|Remington 1863 Zouave Rifle - .58 Minie ball]]&lt;br /&gt;
[[File:Chatos Land-Musket-2.jpg|thumb|none|600px|Note the similar metal plate on the buttstock.]]&lt;br /&gt;
[[File:Chatos Land-Musket-4.jpg|thumb|none|600px|Note the two barrel bands, the ring to the sling on the second barrel band, the similar muzzle shape and leght of the ramrod.]]&lt;br /&gt;
[[File:Chatos Land-Musket-6.jpg|thumb|none|600px|Note the similar position of the rear sight and all other reeses, depicted above.]]&lt;br /&gt;
[[File:Chatos Land-Musket-15.jpg|thumb|none|600px|The similar metal plate on the buttstock.]]&lt;br /&gt;
[[File:Chatos Land-Musket-19.jpg|thumb|none|600px|The similar metal plate on the buttstock again.]]&lt;br /&gt;
The only differ is the little short gun leight, but it's may be just visual illusion or carbine version of the gun. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:24, 7 September 2017 (EDT)&lt;br /&gt;
:[https://i.ytimg.com/vi/Vp9wnQUoZlE/hqdefault.jpg This] [https://www.youtube.com/watch?v=Vp9wnQUoZlE version] are more shorter? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:49, 7 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==RE: Redirects==&lt;br /&gt;
Thing is only admins have the ability to do so, since it goes more or less under the same principle of deletion. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:37, 15 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Custom Nagant ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I create a photoshopped image of the custom [[Nagant M1895]], that appeared in the ''[[Sheriff's Star (Zvezda sherifa)]]'', ''[[New Adventures of a Yankee in King Arthur's Court. Fantasy Over Mark Twain's Theme (Novye priklyucheniya yanki pri dvore korolya Artura)]]'', ''[[Killer's Wedge (Sposob ubiystva)]]'' and ''[[Four Sheets of Plywood (Chotyry lysty fanery)]]''. What do you think about that? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:05, 26 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Custom Nagant.jpg|thumb|none|300px|Photoshopped image of this movie prop (colage of different screenshots from this movies).]]&lt;br /&gt;
:No, I had used Photoshop, but, the sourced screenshots from ''Chotyry lysty fanery'' and ''Novye priklyucheniya yanki'' are slightly blured and fuzzy. The only good quality is the grip from ''Sposob ubiystva''. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:15, 26 September 2017 (EDT)&lt;br /&gt;
::Thanks! I also add gun image for the [[Chato's Land#Percussion Cap Rifled Musket 1|musket in Chato's Land]]. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:26, 26 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help to check the ID of the pistol ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: may yopu check the ID of the pistol in the [[Extraordinary Adventures of Mr. West in the Land of the Bolsheviks, The#Broqua &amp;amp; Scholberg Marked .44 Russian Single Shot Pistol|old Soviet movie]]. At first, I thought, that's [[Broqua &amp;amp; Scholberg Marked .44 Russian Single Shot Pistol]], but, maybe it's wrong and it's ''Auguste Francotte Pistolet de Tir de Salon pistol'', which appers in at lest two soviet movies. How do you think, is the my ID correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:54, 6 October 2017 (EDT)&lt;br /&gt;
[[File:Belgian Francotte Pistol.jpg|thumb|none|300px|1880s Belgian manufactured Auguste Francotte ''Pistolet de Tir de Salon'' pistol - 9mm Flobert rimfire. The screen gun is very similar to this sample.]]&lt;br /&gt;
[[Image:Broqua&amp;amp;Scholberg.jpg|thumb|none|300px|Broqua &amp;amp; Scholberg Marked .44 Russian Single Shot Pistol. Breech Opened by use of Thumb Lever on the side of the receiver. [http://www.pbase.com/halp/44_russian more information about this gun].]]&lt;br /&gt;
[[Image:Bolshevik pistol 2 1.jpg|thumb|none|500px|]]&lt;br /&gt;
[[Image:Bolshevik pistol 2 2.jpg|thumb|none|500px|]]&lt;br /&gt;
[[Image:Bolshevik pistol 2 3.jpg|thumb|none|500px|]]&lt;br /&gt;
:Oh, sorry, I found old disscussion about it. Also, how do you think, is it usefull, to create a gun page for ''Auguste Francotte Pistolet de Tir de Salon pistol'', which appeared at lest in two movies and one actors is ID? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:49, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==RE: Rifle category==&lt;br /&gt;
I wouldn't be so sure about that regarding the Volkssturmgewehr, since its round isn't as heavy-hitting as that of battle rifles; I think it would just qualify as a service rifle. As for the other rifles that you mentioned, they fire full-sized rounds, so maybe you're right. Since you know about these more than I do, I'll leave the changes up to you. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:06, 23 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Request to same help with ID ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Exquse me, I have some request: may you help me with ID the rifle in the [[Lorna Doone#Unknown Rifle|Lorna Doone]]. It's seems to be not a muzzleloaded gun. May it be the [[Chassepot 1866]]. Also, I have some question about [[Talk:Treasure Island (Ostrov sokrovishch) (1971)#Not all mock-up pistols is IZh-18 |Treasure Island (Ostrov sokrovishch) (1971)]] (I'm absolutely not sure in my guess, so, I only wrote it on disscussion page). [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:26, 25 October 2017 (EDT)&lt;br /&gt;
:Many thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:45, 25 October 2017 (EDT)&lt;br /&gt;
::Also, after more close watching on screenshots, I have to more guess {about several mocked up muskets and pistol). [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 19:52, 27 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Re: e-mail ==&lt;br /&gt;
&lt;br /&gt;
I send a test letter. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 20:14, 3 November 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==RE: Le Deuxième Souffle==&lt;br /&gt;
From what I've seen on IMFDB, yeah, we usually sort the weapons by name in their particular sections (an admin has been insisting on that, at least on video games pages), but to be honest I'm not sure if it's a rule that always needs to be applied to all pages (the order of significance does make sense). And yeah sure, I'll upload additional screenshots later (I don't have the film with me right now).&lt;br /&gt;
&lt;br /&gt;
By the way, while we're at it, could you weigh in on [[Talk:Nothing to Declare|the discussion]] for Rien à déclarer that we started months ago, in case you're able to correctly identify the particular weapons seen in the screencaps? Thanks.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:56, 2 December 2017 (EST)&lt;br /&gt;
:I don't think so. It appears to have a dark finish like the [[Smith &amp;amp; Wesson Model 13]] (I just re-watched the scene, and based on the lighting, I don't think it's supposed to be a stainless steel version tricking us into thinking otherwise), but at the same time it has a heavy barrel (similar to that of the 65-5 Ladysmith), which I'm not sure if it's available to the Model 13. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:21, 5 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
&lt;br /&gt;
I'd forgotten about those, yes. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:09, 2 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help to ID the autocannons and military veachles ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: may you help me to ID the autocannons and military veachles in the [[Girls' Last Tour]]? Sorry, that's anime page, but, it's seems, that several of the autocannons and veachles are seems to be drawn rather realistic. So, if it possible, may you help me with ID? Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:14, 13 January 2018 (EST)&lt;br /&gt;
:Many thanks for the help! I corrected the page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 04:51, 14 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== A strange question about actor's page ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some question: if the page for an [[Nikolai Aparin|actor]] are eligibly, due his characters can be seen with two different types of firearms in two different movies, but had nopthing known about any detiles of his life (most likely, the only information, that currently known about him is the actor's credites in the movies endings), may I add it to actor's page, or it's useless information? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:16, 24 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==RE:==&lt;br /&gt;
Definitely not an FR F1; [[:File:Le deuxieme souffle 2007-Rifle-6.jpg|this shot]] is pretty telling of that, not to mention the different handguard as well. It does seem like a MAS-36 to me, though a custom variant (also, is that really a suppressor on it, or some kind of compensator?)&lt;br /&gt;
&lt;br /&gt;
By the way, confirm with me, are [[:File:Le deuxieme souffle 2007-Revolver-8.jpg|these]] [[:File:Le deuxieme souffle 2007-Revolver-9.jpg|two]] revolvers a S&amp;amp;W Model 65-5 Ladysmith and an MR-73 respectively? (and [[:File:Le deuxieme souffle 2007-Revolver-11.jpg|here]], the one below the MAC Mle 1950, do you think it's a S&amp;amp;W Model 27?) As for [[:File:Le deuxieme souffle 2007-Revolver-10.jpg|this one]], do you have any idea about its ID?&lt;br /&gt;
&lt;br /&gt;
--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:04, 1 February 2018 (EST)&lt;br /&gt;
:Thanks. Regarding the Revolver-4, after checking again, it seems that not all the Model 65-5 revolvers are stainless steel, so maybe you're right. At the same time though, I looked up some images of the dark finish Model 13, and some variants actually have a heavy barrel like in the weapon in the movie (I think it's the case for at least the Model 13-4). What do you think, should we go for 65-5 or 13?&lt;br /&gt;
:(Also btw, in regards to [[Talk:Main Page#6P62|this discussion]], the actual classification would be handheld heavy machine gun, eh?)&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:41, 1 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Request for a help ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: may you help me with ID the armored car in ''[[The Bomb (Bomba)]]'' (it's Uzbek movie, so, it's may be Uzbek made veachle). Also, now, I working on the large page [[Suicides (Samoubiytsy)]] and have some other request: althought, most firearms are clearly ID, please, if it's not hard may you check my ID. Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 18:02, 19 February 2018 (EST)&lt;br /&gt;
:Many thanks for the help! Now, I complited both pages. How do you think, is the all correct now? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:20, 20 February 2018 (EST)&lt;br /&gt;
::Maybe, I'm wrong, but the Tommy gun can be seen fired onscreen (I uploaded a few more screenshots). I had corrected several misspellings in English, later, I shall trying to find more. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:22, 20 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some guess about a character in the Min-Series ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Exuse me, I have some question: is the character (at the left) holds any guns in the TV-series ''[[Here Lies the Border (Zdes prokhodit granitsa)]]''. His name is Khislyat and he was played by actor Utkur Khodzhayev, who also appeared in the movie ''[[The Seventh Bullet (Sedmaya pulya)]]'', when he also holds a firearms. So, if he holds a firearm in this TV-sries, the actor may have his own page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 19:53, 16 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:ZPG-P08-3.jpg|thumb|none|500px|Khislyat at the left.]]&lt;br /&gt;
[[File:ZPG-P08-4.jpg|thumb|none|500px|&amp;quot;The Engineer&amp;quot; threatens Khislyat (Utkur Khodzhayev).]]&lt;br /&gt;
:Many thanks. Also, how do you think, is the my IDs in the ''[[Nails (Gvozdi)]]'' correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:19, 17 April 2018 (EDT)&lt;br /&gt;
::Many thanks! I shall try to find some toy revolvers with those reeces/ Also, how do you think, is the unknown shotgun the same model as the another one, or, it's different? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:18, 17 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sorry for the (possibly) wrong ID advice ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Once upon a time, I thought, that the Muskets in the [[Cuba#Wheellock Musket|Cuba]] are wheellocks. But, now, I think, that I was wrong: I found some much [http://www.vikingsword.com/vb/attachment.php?attachmentid=104443&amp;amp;stc=1 more] [http://www.vikingsword.com/vb/attachment.php?attachmentid=104290&amp;amp;stc=1 close] [http://www.vikingsword.com/vb/attachment.php?attachmentid=104442&amp;amp;stc=1 images] ([http://www.vikingsword.com/vb/showthread.php?t=17080 source]) of the similar guns, and it's a Snaphaunce lock [[Moukhala Musket]]. Sorry for the wrong ID advice :( [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:42, 29 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== SMG in Caution! Red Mercury! (Oberezhno! Chervona rtut!)‎ ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Many thanks for the fixing my wrong ID. I had upload a few more photoshoped screenshot and have another guess: [[Talk:Caution! Red Mercury! (Oberezhno! Chervona rtut!)‎]]. What do you think about it? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:50, 1 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some question ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: how do you think, is the all ID in my new page ''[[The Wild East]]'' correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 11:36, 6 June 2018 (EDT)&lt;br /&gt;
:Thanks a lot! About those misspellings - I shall correct its at the near future. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:27, 6 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== My guess about percussion muskets in Pyramid of the Sun God (Die Pyramide des Sonnengottes) and Treasure of the Aztecs (Der Schatz der Azteken) ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I have some guess about percussion meskets in the movies ''[[Pyramid of the Sun God (Die Pyramide des Sonnengottes)]]'', ''[[Treasure of the Aztecs (Der Schatz der Azteken)]]''. Maybe, it's just for me, but [[Treasure of the Aztecs (Der Schatz der Azteken)#Percussion Cap Carbine|this]] [[Pyramid of the Sun God (Die Pyramide des Sonnengottes)#Percussion Cap Carbine|short]] carbines are similar that also can be seen in the [[Chato's Land#Percussion Cap Rifled Musket 1|Chato's Land]], while [[Pyramid of the Sun God (Die Pyramide des Sonnengottes)#Percussion Cap Musket|this]] long musket are similar to full leight [[Remington 1863 Zouave]]. For comprassion:&lt;br /&gt;
&lt;br /&gt;
[[Image:Remingtonzouave.jpg|thumb|400px|none|Remington 1863 Zouave Rifle - .58 Minie ball]]&lt;br /&gt;
[[File:Die Pyramide des Sonnengottes-Musket-6.jpg|thumb|none|600px|Note the metal plate on the buttstock, similar barrel band position, similar positon of the sling attaching, similar leight, and possibly, similar position of rear sight (the last maybe just optical illusion).]]&lt;br /&gt;
&lt;br /&gt;
Maybe, I'm wrong. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:17, 15 June 2018 (EDT)&lt;br /&gt;
:I also guess, that this rifle in the movie [[Apaches (Apachen)]] are flintlock:&lt;br /&gt;
&lt;br /&gt;
[[File:Apachen-LongGun-4.jpg|thumb|none|600px|If this image will be high upscaled, it can be seen the freezen, freezen spring and jaws with a flint. ]]&lt;br /&gt;
&lt;br /&gt;
== Help with my pages ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''!  I am glad to Your returning! Many thanks for the help with my pages. Excuse me, I have some request: may you also check the pages ''[[Biker (Bayker)]]'' and ''[[Treasures of the Twelve Gods (Sokrovishcha dvenadthati bogov)]]''? Also, currently, I'm not absolutely sure about ID [[Golden Mean (Zolotoe sechenie), The#FN Browning Hi-Power Silver Chrome|FN Browning Hi-Power Silver Chrome]] and [[Golden Mean (Zolotoe sechenie), The#Combat Planes|Combat Planes]]s. How do you think, is this ID correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:17, 6 July 2018 (EDT)&lt;br /&gt;
:Many thanks! I shall correct it, after having access to PC (I'm currently not in the Moscow). Also, I had created a page for actor [[Karl Gurnyak]]. I guess, that he holds a guns in two different movie (kino-teatr.ru helped me), but, I didn't watch it's, so, I have a question: is the information on actor's page correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:22, 6 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How do you think, is this two actors page correct? ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some question: I created two actors pages [[Nina Zorskaya]] and [[Vasili Novikov]], both appeared in ''Boyevoy kinosbornik'' series, due they also holds firearms in another movie. But, I didn't watch any of the ''Boyevoy kinosbornik'' movies, so, may you check - is this pages correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:49, 10 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How do you think, is my ID of the BTR correct?==&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: I'm not very good in the military veachles, so, ID the BTR's exact model in the ''[[The Lost City (Zahublene misto)]]'' only by the movie origin (Ukraine). But, I'm not sure, is this ID correct. How do You think, is my ID correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 10:55, 4 August 2018 (EDT)&lt;br /&gt;
:Many thanks! I also add some guess about antique guns in the ''[[Mark Twain: Against (Mark Tven protiv...)]]''. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 11:41, 6 August 2018 (EDT)&lt;br /&gt;
::Thanks! I also add some guess about [[Talk:Avalanche_from_the_Mountains_(Lavina_s_gor)#Some_guess_aboute_one_of_the_long_guns|long gun in Avalanche_from_the_Mountains_(Lavina_s_gor)]]. Also, I add my guess about possibility of appearense such types guns in Soviet movie. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 19:29, 14 August 2018 (EDT)&lt;br /&gt;
:::I had upload a few more screenshots and my guess. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 18:40, 18 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Used file deleted ==&lt;br /&gt;
&lt;br /&gt;
[[:File:A280C.jpg]] was deleted by you under the reasoning that it was an unused file. However, it was actually used on [[Talk:Star Wars Battlefront]]. The image should be restored. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:56, 8 August 2018 (EDT)&lt;br /&gt;
:It was deleted, I restored it. Deletion doesn't show up in file history, you can check if it was deleted before by clicking the &amp;quot;delete&amp;quot; tab which will bring up the deletion log for the page if there is one. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:39, 12 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== SKS ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Many thanks for the help! Sorry for a mistake. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 11:21, 7 October 2018 (EDT)&lt;br /&gt;
:Yes, I shall try to avoid such mistakes. I'm not good in ID of the modern weapons. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 11:26, 7 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The Headless Horseman ==&lt;br /&gt;
&lt;br /&gt;
Yes, of course. Sorry, I couldn't find a restored or even much better quality version of this movie. About the screenshots, I have nothing against, if it will be reuploaded or delited, due it's medium quality. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:37, 8 October 2018 (EDT)&lt;br /&gt;
:A great thanks! About the musket, it seems to be well worn, due the smoke from the lock during the shoting, which means to partly damaged hammer (the result of a lot of shots). This movie is a Cuban produced/filmed, so, it's possibly the old American gun. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 01:42, 18 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade ID==&lt;br /&gt;
Hey Greg, do you have any idea about the grenade shown [[Talk:XXX: Return of Xander Cage#Glock &amp;amp; Grenade|there]]? Could be a training grenade or something. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:00, 13 October 2018 (EDT)&lt;br /&gt;
:Alright, thanks! I'll list it as a mockup for now. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:36, 13 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Carbines &amp;amp; Pistols ==&lt;br /&gt;
&lt;br /&gt;
Well, regarding the Para, I've moved it to [[:Category:Rifle]] with the other semi-auto .22s (don't know what it was doing with the carbines in the first place...). As for the Derringers, I'm not sure. Perhaps we could create a &amp;quot;Derringer&amp;quot; disambiguation/broad-spectrum page, sorta like [[22 LR Pump Action Rifles]] or [[Bolt Action Rifles - Most common Sporting Models]]. Does that sound like a good idea? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 09:00, 23 November 2018 (EST)&lt;br /&gt;
:Sure, no problem. Have a good one! [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:08, 23 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with White Material ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! A great thanks for the help with the updationg of the ''[[White Material]]'' page! How do you think, is the page correct now? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:55, 7 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Comments on the GSN-19 situation ==&lt;br /&gt;
&lt;br /&gt;
Can you provide some insights onto the conflicting sources we're currently seeing on the [[Talk:GSN-19 grenade launcher|GSN-19 grenade launcher talk page]]? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:38, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== The aspect ratio ==&lt;br /&gt;
&lt;br /&gt;
It's actualy promo shot from IMDB. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:43, 10 February 2019 (EST)&lt;br /&gt;
:Many thanks! I had corrected the aspect ratio, reupload this image, corrected some gun links, made seceral actor ID's and corrected a few misspelings. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:04, 11 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== May you help me with ID some modern AK variant ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I havesome request: may you help me with ID some [[Republic Z (Respublika Z)#AK variant|AK rifle]] in the ''[[Republic Z (Respublika Z)]]''. At first, I think, that's [[AK-12]], but, it's seems wrong guess. Thanks [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:16, 5 March 2019 (EST)&lt;br /&gt;
:A great thanks! How do you think, is I should create a new gun page, or just create a new section in currently exist gun page? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:06, 9 March 2019 (EST)&lt;br /&gt;
::Actually, it's not a Saiga MK-107 either; note how the gas block is different. My guess is that it's a modified AK-105 (in fact, the setup in the movie has a lot in common with [https://www.reddit.com/r/airsoft/comments/9dlfls/ghk_ak_105/ this Airsoft version]). As for the MK-107 image, it just belongs to the talk page of the AK-74, since it's a civilian version of the AK-107. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:49, 9 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==AK-104==&lt;br /&gt;
Hi, I'd like to ask, could you remove the protection of [[:File:AK104.jpg|the AK-104 image]]? I'm pretty sure it's not a genuine one, primarily since it is shown with a solid trunnion rather than a stepped one, and thus I'd like to replace it with a good quality image that I have ready (and that also has the smooth side/low drag magazine typically used on the weapon). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:31, 16 March 2019 (EDT)&lt;br /&gt;
:Appreciated, thanks! --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:43, 17 March 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Apologies ==&lt;br /&gt;
&lt;br /&gt;
Apologies. I understand that major title changes require discussion. I thought that just adding a spacebar in the title didn't require a significant discussion. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:26, 18 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Port title ==&lt;br /&gt;
&lt;br /&gt;
I recall seeing a couple of pages having been renamed like this ahead of time (due to the title containing only one word), probably to prevent confusion with other media ([http://www.imfdb.org/index.php?title=Hardcore_Henry&amp;amp;diff=891043&amp;amp;oldid=891026 here's] an example). In the case of Port, there are other movies such as [http://www.imdb.com/title/tt8529772/?ref_=nm_flmg_dr_1 this one] and [http://www.imdb.com/title/tt0195161/releaseinfo this one], but yes, you do have a point about the fact that they don't have pages on IMFDB right now. Due to this, I'm not sure what's the most appropriate action, so I guess it's your call. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:51, 28 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Many thanks! ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Many thanks for the help with ID the cannon in the ''[[Tom Sawyer]]''. Excuse me, I have another question: how do you think, what is the type of the naval combat steamer, that appeared in this movie: Gunboat, Frigate, Corvette or someting another? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:34, 29 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How do you think, what is the better word for this futuristic weapon? ==&lt;br /&gt;
&lt;br /&gt;
Hello again! Excuse me, I have some question: how do you think, what is the better for this ''[[Ergo Proxy#Twin Machine Gun|futuristic machine gun]]'': Twin or Double Barreled? Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 18:15, 29 April 2019 (EDT)&lt;br /&gt;
:A great thanks! Also, I made some ID in the ''[[Snow Queen (Snezhnaya koroleva), The#&amp;quot;Knee Flintlock Pistol&amp;quot;|The Snow Queen (Snezhnaya koroleva)]]'': I had upload the photoshopped (lightened) screenshot, which allow to made the ID. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:48, 4 May 2019 (EDT)&lt;br /&gt;
::I had add some more informations in the page ''[http://www.imfdb.org/index.php?title=Snow_Queen_%28Snezhnaya_koroleva%29%2C_The&amp;amp;diff=1271959&amp;amp;oldid=1271688 The Snow Queen (Snezhnaya koroleva)]''. What do You think about it? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:29, 6 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mauser Schebenbüchse ==&lt;br /&gt;
&lt;br /&gt;
Should we created a (sub)page for this, and if so, in which place? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:07, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Silent Hill 4 ==&lt;br /&gt;
&lt;br /&gt;
Could you please unlock the page? I need to make a couple of edits. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 07:15, 26 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A help with ID ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: how o you think, what is the Thalcave's rifle in ''[[Capt. Grant's Family (Deti kapitana Granta)#Percussion Rifle|Capt. Grant's Family (Deti kapitana Granta)]]''? Also, I had create the director's category for [[Vladimir Weinstock]]. How do you think, is his short biography correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:23, 23 August 2019 (EDT)&lt;br /&gt;
:A great thanks! I had add information about &amp;quot;Sibirka&amp;quot; and correct Vladimir Vajnshtok biography. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:02, 24 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some request  ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Izcuse me, I have some request: mau you help me with iID some miltary veachles and cannons at the [[Bullet Ballet#Archive Footage|archive footage]] in the movie ''[[Bullet Ballet]]''. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:12, 24 November 2019 (EST)&lt;br /&gt;
:Ok, many thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:02, 24 November 2019 (EST)&lt;br /&gt;
::A great thanks! I add this information. Also, I linked the 40mm Bofors as [[L/60‎]]. How do you think, is it correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:45, 27 November 2019 (EST)&lt;br /&gt;
:::I had corrected the redirect. How do you think, is the redirect &amp;quot;L/60&amp;quot; should be deleted, or it's usefull? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:36, 27 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with &amp;quot;The Ninth&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A geat thanks! I had add this information to the page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:40, 27 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mistake with the &amp;quot;Vyster&amp;quot; movie ==&lt;br /&gt;
&lt;br /&gt;
Oh, I'm sorry for this mistake. I shall correct it at the near future. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:20, 25 March 2020 (EDT)&lt;br /&gt;
:I did it. Also, I have some planes to rewatch the 1981 movie and create a page for it. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:56, 27 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some questions ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Many thanks for correcting a typo on [[Dmitry Matveev]] and help with MissID on ''[[Slave Coast (Cobra Verde)]]''. Excuse me, I have several questions: At the page ''[[The Shore of Salvation (Bereg spaseniya)]]'' for the brigands hired by the Grave Robber often uses word &amp;quot;Такультаны&amp;quot;, but, I hadn't found any other appearance of this word, so I had used term &amp;quot;mercenaries&amp;quot;, but, I'm not sure if it's correct. Also, how do You think, is the ID of this page is correct? A second question about first rifle in ''[[Slave Coast (Cobra Verde)#Bolt Action Rifle|Slave Coast (Cobra Verde)]]'': I guess, it's a small-caliber, bolt action rifle with a strange wooden ring on the buttstock. I had never seen any rifles with such wooden ring. How do you think, what it's can been. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:15, 1 May 2020 (EDT)&lt;br /&gt;
:A great thanks! About first rifle in &amp;quot;Cobra Verde&amp;quot; - it can be seen firing, but only in distance. While the muzzle flash and smoke can be seen, it wasn't seen clear at this moment, theoretically it's maybe different rifle. Also, I had correct the ID of several Single barreled shotguns, which is wrongly among percussion shotguns section. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 10:23, 1 May 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Death to Spies ==&lt;br /&gt;
&lt;br /&gt;
Hi, as the creator of the [[Death to Spies]] page I'd like to take a moment to explain what's been going on. I haven't had access to the computer I originally played it on for a long while now, and I would still like to make screenshots of the game in 4:3 aspect ratio (since the game is that old). I would like to think I'd get to completing the game's page eventually, but can we compromise and change the page to &amp;quot;Incomplete&amp;quot; for now? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:13, 11 May 2020 (EDT)&lt;br /&gt;
:Thanks for changing the status of the page. As a Russian yourself, do you like video games focusing on Russian history, such as the Death to Spies series, [[Red Orchestra 2: Heroes of Stalingrad]], etc.? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 09:53, 12 May 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== WIP to complete ==&lt;br /&gt;
&lt;br /&gt;
I understand you're trying to reduce the number of WIPs, but rather than changing them to complete, it might be safer to change them to incomplete. Formatting is one thing, but unless you've seen the movie, you can't be sure everything has been covered. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:54, 12 May 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updating the &amp;quot;Sluga gosudarev&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, that I forgot to add this weapon at the page. But, just now, I have living in the village due the quarantine of COVID-19 pandemy in Moscow, so, I havent only old NOKIA mobile phone, not PC, noteboock etc. So, just now, I absolutely cann't create a screenshots or even watch any movie, but, right after returning to Moscow, I shall rewatch this movie and apdate the page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:19, 18 May 2020 (EDT)&lt;br /&gt;
:I did it. This page is improved by the better quality screenshots and adding some previously missed weapons, include the percussion hand mortars. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:17, 6 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Grammar Corrections ==&lt;br /&gt;
&lt;br /&gt;
I'm always down to do proofreading! I'll be honest with you- I use WWII just because I think it looks better. I think it's really up to the person, but for me, WWII looks fancier, lol --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:07, 29 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some question about variants of Kar98 ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: in the movie ''[[Samurai Avenger: The Blind Wolf]]'' appeared some rather strange variant of [[Samurai Avenger: The Blind Wolf#Karabiner 98k &amp;quot;Kriegsmodell&amp;quot;|Kar98 rifle]]. It's generally resembles Kriegsmodell, but has a groove on the stock, non-standard longer cleaning rod and elongated front part (between barrel band and muzzle). I guess, that's some rare variant of Kar98, but I don't know much about this rifle. So, how do you think, what is this variant. Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:13, 29 June 2020 (EDT)&lt;br /&gt;
:A great thanks for the help! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:50, 30 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver Image ==&lt;br /&gt;
&lt;br /&gt;
Many, many thanks to you for the procurement of this image! It was also exactly the website from where I got the ID. &amp;lt;br /&amp;gt;&lt;br /&gt;
''The Door with Seven Locks'' will be the last Edgar Wallace page for the time being.--[[User:HighPhigh|HighPhigh]] ([[User talk:HighPhigh|talk]]) 05:53, 18 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sure, I also think that is a good place for it (although it has already been added). Should a template be created for this? Maybe I'll get more parts of this series in the future or someone else. And yes, the film series is worth watching, some kind of British humor in a different way.&lt;br /&gt;
:Question: May I also create templates, so do I have the permission to do this? Because I would like to add one for ''Bungo Stray Dogs''. I wanted to ask first if I am even allowed to do that--[[User:HighPhigh|HighPhigh]] ([[User talk:HighPhigh|talk]]) 01:50, 20 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Issue ==&lt;br /&gt;
&lt;br /&gt;
Hi Greg I'm having an issue. The site hasn't been sending e-mails for an account activation and I have been waiting since last week, an have also been sending 'reset your password' links but still got nothing. I then tried sending it to the email linked to this account and also didn't receive it. --[[User:Slum 5050|Slum 5050]] ([[User talk:Slum 5050|talk]]) 14:33, 20 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Oh ok it's np. Do you have permission to change my username?&lt;br /&gt;
&lt;br /&gt;
Thanks--[[User:Slum 5050|Slum 5050]] ([[User talk:Slum 5050|talk]]) 15:07, 20 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That is strange that you can't because users cant change it either.--[[User:Slum 5050|Slum 5050]] ([[User talk:Slum 5050|talk]]) 15:40, 20 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3niks ==&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, Denix are absolute noobs when it comes to names. Their &amp;quot;Scofield&amp;quot; is actually Model 3. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 15:13, 21 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chvíle ==&lt;br /&gt;
&lt;br /&gt;
Yeah that's right, add. Similarly, it is a pity the pictures of Sigourney Weaver from the movie Rakka.--[[User:Pandolfini|Pandolfini]] ([[User talk:Pandolfini|talk]]) 05:04, 9 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Astra 900/C96 in Sedmoy sputnik and other Lenfilm films ==&lt;br /&gt;
&lt;br /&gt;
I recently [http://www.imfdb.org/index.php?title=Seventh_Companion_%28Sedmoy_sputnik%29%2C_The&amp;amp;diff=1387319&amp;amp;oldid=1376538 re-identified] one of the C96-type firearms in the Russian film [[Seventh Companion (Sedmoy sputnik), The|Sedmoy sputnik]] from an Astra 900 to a standard Mauser C96. My observation is that the right side of the movie gun lacks the screws common to the Astra C96-type pistols, and instead has indentations similar to some of the later Mauser C96-type pistols.&lt;br /&gt;
&lt;br /&gt;
However, I currently have an issue after this re-identification: The page originally claimed that the film pistol has a &amp;quot;typical outline of the front part&amp;quot; that allows it to be identified as an Astra 900 rather than a Mauser C96. In our pages on a number of other Lensfilm movies (for example, [[Life of Klim Samgin (Zhizn Klima Samgina), The|Zhizn Klima Samgina]]), this reasoning is also used to identify C96-like pistols as Astra 900s. I'm unsure of what exactly is this &amp;quot;outline&amp;quot;. I would suggest reevaluating all the other Astra 900 identifications, but I'm unsure because I could not find any specific C96-like features on the screenshots we have of those movies. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 03:53, 15 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:Sedmoy sputnik-Astra900-2.jpg|thumb|none|600px|The weapon from Sedmoy sputnik.]]&lt;br /&gt;
[[File:Astra902.jpg|thumb|none|400px|Image of Astra 902 to illustrate the pins common to the Astra C96-type pistols.]]&lt;br /&gt;
[[File:Mauser-Bolo-Broomhandle-Semi-Automatic-Pistol-3.jpg|thumb|none|400px|Image of Mauser C96 &amp;quot;Bolo&amp;quot; to illustrate the later Mauser indentations. Note how the movie gun has a line of indentation going along the back of the frame (above the shooter's hand), just like this image.]]&lt;br /&gt;
:About [[Chief of Chukotka (Nachalnik Chukotki), The|Nachalnik Chukotki]], the Astra 900 identification is fairly reliable; you can see in [https://forum.guns.ru/forums/icons/forum_pictures/020346/20346996.jpg this] image the distinctive Astra &amp;quot;plate&amp;quot; on the left side of the pistol frame. About all the other Lensfilm movies, do you have links to the forum.guns.ru discussion posts? There might be some better screenshots on there that I can use to improve my identification of the pistols. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 03:07, 18 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
Sounds reasonable. In the absence of more detailed screenshots these are the best of what we can do now. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:21, 21 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: National Film Registry ==&lt;br /&gt;
&lt;br /&gt;
I used [https://apnews.com/article/dark-knight-national-film-registry-f7d5ebafe96fec04be45cbd2dd078c91 this article]. Came here as soon as I read it. [[User:HeadAllTheWayUpIt|HeadAllTheWayUpIt]] ([[User talk:HeadAllTheWayUpIt|talk]]) 04:20, 15 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Broken redirects ==&lt;br /&gt;
&lt;br /&gt;
Interesting, yes, I can delete them directly in the database. This might be a project for Christmas break. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 23:01, 17 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Difference in Mosin versions ==&lt;br /&gt;
&lt;br /&gt;
A great thanks for the help! It's very useful information. I shall use it to make a correct ID. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:20, 17 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Edgar Wallace films ==&lt;br /&gt;
&lt;br /&gt;
Sorry for the delayed answer, currently I haven't planned to create pages for the German ''Edgar Wallace'' series, but if I plan to do something like that, I will let you know. So, feel free to create them.&lt;br /&gt;
&lt;br /&gt;
However, I have access to the 1931 ''The Squeaker / Der Zinker'', which I might want to create later--[[User:HighPhigh|HighPhigh]] ([[User talk:HighPhigh|talk]]) 09:58, 18 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nobody (2021) ==&lt;br /&gt;
&lt;br /&gt;
Just an FYI that I'm re-starting the page, this time with screenshots. Noticed you had deleted it yesterday for being empty&lt;br /&gt;
&lt;br /&gt;
==Vigor==&lt;br /&gt;
I am resuming work on the page after I saw the deletion message, I can get screenshots over the next few days and have them on the page, replacing the old, low-res ones I hastily brought back from a few months ago. Unfortunately, due to the nature of the game, there is no easy way for me to get some of the weapons, besides playing for hours everyday, which I don't have time for, so proper ADS/reloading screenshots will take a while for some of the rarer guns. --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 05:23, 18 August 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
Hello,&lt;br /&gt;
Thanks for letting me know this.  I committed the same error for ''[[The Private Eyes]]''.  The movie category listings have both movies listed inappropriately starting with &amp;quot;The&amp;quot;. To fix this, is it possible to copy the source code to notepad, nuke the movie pages, then recreate them?  [[User:LJ|LJ]] ([[User talk:LJ|talk]]) 17:16, 12 September 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Attention==&lt;br /&gt;
I uh... brought stuff to your attention. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 11:02, 15 September 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Several actors for gun wielding characters ==&lt;br /&gt;
&lt;br /&gt;
I hadn't watch the ''[[Snow and Ashes (Sneg i pepel)]]'', but, according the screenshots from [https://www.kino-teatr.ru/kino/movie/ros/113436/titr/ this] site, several more actors, that played the gun wielding characters can be ID: [https://www.kino-teatr.ru/kino/movie/ros/113436/foto/a445397/720889/ Vldimir Yudin], [https://www.kino-teatr.ru/kino/movie/ros/113436/foto/a424507/623461/ Artyom Potylitsin], [https://www.kino-teatr.ru/kino/movie/ros/113436/foto/a14611/902981/ [[Andrey Polishchuk]]]. Maybe more. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 11:34, 21 September 2021 (EDT)&lt;br /&gt;
:Maybe, I'm wrong, but both characters on [https://www.kino-teatr.ru/kino/movie/ros/113436/foto/a14611/902981/ this] screenshots are carring guns: the left one carries some kind of rifle, while the right one carries a holstered handgun. One of them is Dedukh and played by [[Andrey Polishchuk]], however, I don't know, who is Dedukh of them two. So, if the exact character will be IDed, it's possible to add the character-gun info to actor's page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:45, 21 September 2021 (EDT)&lt;br /&gt;
::I understand. As I said, I hadn't watch this movie, so, I can't say any guess about adding or not adding this information to Andrey Polishchuk page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:58, 21 September 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Re: Country category removals==&lt;br /&gt;
If/when there are actual category pages made for them I can see adding them then but until then I don't see the reason to adding what are basically red-links onto a page. That said, personally I think these national produced categories are too extraneous and just extra work we shouldn't have to add anyway. But that's me. Again right now simply a case of removing links that go nowhere. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:04, 22 September 2021 (EDT)&lt;br /&gt;
: No worries at all, life happens. Take 'er easy. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:41, 26 September 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== HXH ==&lt;br /&gt;
&lt;br /&gt;
I noticed that you recently put the Hunter X Hunter page I was working on  into storage; I don't really know what that entails, but I just wanted to let you know that I am still (technically) working on it - I've been busy with IRL stuff lately, but I'm gonna get back to gathering images when I get the chance. As for the artstyle, there are plenty of reasonably-realistic-looking guns, especially later on - I haven't gotten any images yet, but they are there. [[User:BrandonColeford1992|BrandonColeford1992]] ([[User talk:BrandonColeford1992|talk]]) 12:04, 14 October 2021 (EDT)&lt;br /&gt;
:It's alright, no big deal. I didn't realize that talk-page stuff like that was supposed to be WIP-tagged; I'll go add that now. [[User:BrandonColeford1992|BrandonColeford1992]] ([[User talk:BrandonColeford1992|talk]]) 19:32, 15 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== KochiKame ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Many thanks for the correct a wrong ID. Now, I had completed the page ''[[KochiKame]]''. How do You think, is the all ID correct now? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:24, 18 October 2021 (EDT)&lt;br /&gt;
:Thanks for the help! I had added this info. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:22, 18 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Little warning ==&lt;br /&gt;
&lt;br /&gt;
Hey, it's me, TrickShotFinn. Although I've been off IMFDB, I've come to warn about potential acts of vandalism in near future. I hope you pass this information to other admins:&amp;lt;br&amp;gt;&lt;br /&gt;
I've gotten in a fisticuffs at the Wikipedia-Wikipedia. There's this editor from Pennsylvania using a the handle '''Jacee215''' who may have made things personal . This results from a back-and-forth between me and him, regarding Russian Sambo &amp;amp; Shoot Wrestling legend Volk Han. He has gotten in trouble with Wikipedia's admins and may be banned soon. However,  ''there is a fair risk that he will come here to do some vandalism'', as my Wikipedia profile mentions that I have done stuff here (at IMFDB).&lt;br /&gt;
&lt;br /&gt;
So, If there is some weirdo who deletes large chunks of pages here connected to entries I've done, it might be him. If you confront him in talk, the ways to tell him is his writing style, as he alters writing style between responses - sometimes using good grammar, capitalization and punctuation and then with random capitalization and punctuation, with lots of unnecessary/clumsy spacing. He will often also fail to use a signature. There is also chance that he will start using eugenics and philosophy-based insults for those who defy him. Also if he makes mention of any Japanese Pro Wrestlers, MMA fighters or non-Japanese guys fighting Japan (esp. Volk Han) - it's him.&lt;br /&gt;
&lt;br /&gt;
When confronting him, appeal to policy and be concise and decisive with him. Do not - I repeat - '''do not get in arguments with this guy'''. He might appear like some punk kid who might &amp;quot;try to do the right thing the wrong way&amp;quot; - but he is a real stubborn piece of work who will exploit your goodwill. I might sound bit overt - I admit that - but I had to wrestle with this brat for like four months before he crossed the admins and I advise caution if he comes here.&lt;br /&gt;
This is level of a problem that had to be brought to ''Administrators' noticeboard/Incidents'' at the Wikipedia. -- [[User:TrickShotFinn|TrickShotFinn]] ([[User talk:TrickShotFinn|talk]]) 12:10, 19 November 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Screenshot tag for promo photos ==&lt;br /&gt;
&lt;br /&gt;
Hi Greg. I wanted to clarify one question: is it correct to use the screenshot tag for promo photos? In my understanding, the screenshot refers only directly to the film/series, while the promo photos are released separately for the advertising company.   [[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]]) 12:02, 24 December 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reversion of discussion page edit for S3 of Nikita (2010) ==&lt;br /&gt;
That photo of me, which I had used to start the talk page with way back in 2012, is something that I no longer want on the page, thus why I performed that edit.  Is there a way to also scrub the file from the site entirely? --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 21:22, 12 January 2022 (EST)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Greg-Z&amp;diff=1476556</id>
		<title>User talk:Greg-Z</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Greg-Z&amp;diff=1476556"/>
		<updated>2022-01-13T02:22:36Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Earlier discussions: [[User Talk:Greg-Z/Archive 1]], [[User Talk:Greg-Z/Archive 2]]'''''&lt;br /&gt;
&lt;br /&gt;
== Some question of rare gun in movie ==&lt;br /&gt;
&lt;br /&gt;
Hello '''Greg-Z'''! I'm sorry, I have some question: I know, that pages about media, that contain only [[tanegashima]] matchlock are ineligible. But, the movie Azumi contain not only standart arquebuse, but also contain very rare, but realy historical exist Japanese matchlock revolver, so, I created the stub on discussion page: [[Talk:Azumi‎]]. May you visit it for it discussion about it's eligibility, please. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 06:42, 17 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
[http://www.imdb.com/title/tt0384819/?ref_=fn_al_tt_1 Azumi page on imdb].&lt;br /&gt;
:It's absolutely revolving barrels gun (due the obvious reason, I can't upload screenshots with revolving moving, but, I uploaded two screenshots with different barrels position). And, this gun is the equipped with a pistolgrip and it's matchlock, due the typical hammer with a match (I don't know, is the word &amp;quot;hammer&amp;quot; correct for matchlock guns). [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:37, 17 January 2017 (EST)&lt;br /&gt;
::Thanks! The gun on this photo seems much more similar. How do you think, is the term&amp;quot;revolver&amp;quot; correct, and may this page be eligible? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:24, 17 January 2017 (EST)&lt;br /&gt;
:::Many thanks! I changed the name to matchlock pepperbox. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:04, 17 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Net help with ID ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have some request: may you help me to ID the pistol in [[Fat#Unknown Pistol|the hands of Moldovan policeman in Fat]]. It's seem like variant of PM, but, it's not the standart Soviet or Russian model. Probably, it's some Moldovan produced variant. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 07:30, 30 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pistol in Family Happiness (Semeynoe schastye) ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have some question. Maybe I'm wrong, but I notice one wrong ID in the page [[Family Happiness (Semeynoe schastye)]] and add it on the [[Talk:Family Happiness (Semeynoe schastye)|talk page]]. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 18:47, 16 February 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== pistol in Midsomer Murders ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have some moment: at least one of the pistols in the gun shop in [[Midsomer Murders#Flintlock pistol|Midsomer Murders]] are clearly [[Wheellock Pistol|Wheellock]] and not [[Flintlock Pistol|Flintlock]]. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:56, 2 March 2017 (EST)&lt;br /&gt;
[[Image:MidsomerMurders-S13E2-Flintlock.jpg|thumb|none|500px|Pistol at the right, second from bottom: note the typical turned back dog and wheel. The pistol in bottom left are seems to be percussion, not flintlock, but I'm not sure, due it's seems very unclear]]&lt;br /&gt;
[[Image:Wheel lock.jpg|thumb|none|450px|Wheellock pistol]]&lt;br /&gt;
[[File:British Heavy Dragoon pistol.jpg|thumb|450px|none|Flintlock pistol for comprassion.]]&lt;br /&gt;
&lt;br /&gt;
== Check my new page ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have some request: may you check my new page: [[Famous Brigands Stories: Václav Babinský]]? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 07:54, 24 March 2017 (EDT)&lt;br /&gt;
:Hello again!  I'm sorry, I have another request: may you check my new page: another episode of the Brigands Stories: [[Famous Brigands Stories: Schinderhannes]]? Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:16, 1 April 2017 (EDT)&lt;br /&gt;
::Many thanks for the help! Also, how do you think, is the Schinderhannes's father's rifle muzzleloaded or breach loaded? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:03, 1 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Request for help ==&lt;br /&gt;
&lt;br /&gt;
Will do. I'll leave any notes/thoughts in the appropriate talk pages. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:18, 5 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Turetskiy gambit ==&lt;br /&gt;
&lt;br /&gt;
Many thanks for the help! I corrected the page and add two more missed pistols (Russian pecussion cap and flare gun). [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 18:12, 27 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some question about animation ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have have some question: as far, as I know, cartoonish animation are against the rules. However, some western animations (like [[Archer]], [[The Adventures of Tintin]], [[The Iron Giant]], etc.) are allowed, due, it's depicted not cartoonish, but realistic guns. So, I have question to administration: is this animation (Russian feature movie &amp;quot;Fortress. With Shield and Sword (Krepost. Shitom i mechom)&amp;quot; rather realistic for exist or it's to cartoonish and ineligible. The examples of screenshots I uploads [http://forum.imfdb.org/showthread.php?t=2508 here]. So, may I upload screenshots on discussion page to view it for Administrators. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 05:06, 29 April 2017 (EDT)&lt;br /&gt;
:ok, I removed the question. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 06:50, 29 April 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Check my ID ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, I have some request: may you check my ID in [[Hidden (Skjult)]]? I found a promo shot, where this rifle is clearly seen. Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 07:08, 6 May 2017 (EDT)&lt;br /&gt;
:I, also remade my old page [[Trackman (Putevoy Obhodchik)]]. I uploaded a few more screenshots and reuploads low quality. May you also check it, please? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 10:30, 6 May 2017 (EDT)&lt;br /&gt;
::Many thanks for the help! I corrected and renaming the page. Also, if it's not hard for you, may you upload image for [[Vladimir Naumov]] (I created actor page and director category, due he holds two different handguns in movie and directed three medias - two movies and one TV-series). Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 10:27, 8 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Picasso Trigger ==&lt;br /&gt;
&lt;br /&gt;
Hi Greg, it is with great pleasure that I can inform you I just finished the [[Picasso Trigger]] page. I had some delay (almost a year...) but now finally the Andy Sidaris &amp;quot;saga&amp;quot; is completed. It's nothing new, most guns are the same, but as usual fun to watch. The unidentified gun pops up again, will make a discussion topic about that on the Main Page. Take care, [[User:PeeWee055|PeeWee055]] ([[User talk:PeeWee055|talk]]) 10:31, 26 May 2017 (EDT)&lt;br /&gt;
:Glad you liked the page. I don't think the P08 Luger is really a target version, would be too expensive for Andy Sidaris. My best guess is that they used a Luger, the barrel broke during the movie shooting and they made a new barrel themselves but it turned out too big. Anything can be expected with an Andi Sidaris movie! [[User:PeeWee055|PeeWee055]] ([[User talk:PeeWee055|talk]]) 04:48, 27 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Difference between M1911 and M1911A1==&lt;br /&gt;
Hello, '''Greg-Z'''! Excuseme, I have some request. I haven't exes to PC at this time. Somebody changes pistol in [[Sailor Moon]] from 1911 to 1911A1. May you check it: is this correct or not? Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:54, 6 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Actor, who holds a single gun==&lt;br /&gt;
Hello, '''Greg-Z'''! Excuseme, I have some question. I have seen, that existthe many pages of actors, who uses only a single gun in single movie. I shall haven't exes to PC for a few next day, so, I ask: may be exist the page for actor [[Lev Fenin]], who playes in many various movies and avarded a USSR avard, but, in currently exist movie pages, he was seen used brifly a wheellock pistol in [[Minin and Pozharsky]]. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 07:51, 10 August 2017 (EDT)&lt;br /&gt;
:Many thanks! I had created the page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:47, 10 August 2017 (EDT)&lt;br /&gt;
::Sorry, yes, I know it, but on the all screenshots, when he holds a gun, his face isn't seen clear. Currently, I can't upload anothes screenshot. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:09, 10 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Andy Sidaris &amp;quot;mystery&amp;quot; pistol finally identified! ==&lt;br /&gt;
&lt;br /&gt;
Hi Greg, you may remember that one 'mystery' pistol kept showing up in Andy Sidaris movies. Thanks to SeptemberJack it has now been identified as the [http://www.antiquetoys.com/product/edison-giocattoli-cap-guns-supermatic/ Edison Giocattoli Sharkmatic], a 1970s Italian cap gun, sold as a toy at the time. &lt;br /&gt;
[[Image:SidarisCapGun.jpg|thumb|none|500px]]&lt;br /&gt;
I will revise the movie/actor pages in due course, and SeptemberJack is working on a Photoshop version of below image. By the way, thanks for updating actor pages for [[Picasso Trigger]] last week, it was on my ‘to-do’ list but I could not find the time yet. Will complete pages related to this movie in the coming weeks. Take care, [[User:PeeWee055|PeeWee055]] ([[User talk:PeeWee055|talk]]) 14:55, 12 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just noticed you were informed separately of this gun a few days ago. I will go ahead anyway and if I see you have already sone some work, I will thank you :-) Take care, [[User:PeeWee055|PeeWee055]] ([[User talk:PeeWee055|talk]]) 15:00, 12 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hey Greg, could you please check the discussion page for 'Blank Fire Only Guns'? FunkyChinaman has removed the Edison Giocattoli Sharkmatic (Andy Sidaris mystery gun!) but I am asking him to put it back. Thanks for getting involved, [[User:PeeWee055|PeeWee055]] ([[User talk:PeeWee055|talk]]) 04:47, 15 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help in Wheels of Fire ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request. I upload a few more screenshot for [[Wheels of Fire#PPS-43|PPS-style]] submachine gun. How do you think, is it PPS or not. Also, this gun fired onscreen, so it's real gun and it's seems not mock up. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:47, 16 August 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unidentified handguns in Dr. Mabuse, the gambler==&lt;br /&gt;
Hi,'''Greg-Z'''!Look, I recently started working on this page, and I couldn't identify 2 revolvers which aren't seen so well(the movie is an old B&amp;amp;W).&lt;br /&gt;
I suggested what could they be, but can you ,please, help me?--[[User:VLAD M|VLAD M]] ([[User talk:VLAD M|talk]]) 11:19, 6 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Musket in Chato's Land ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some guess about musket in [[Chato's Land]]. I think, that's actualy not a musket, but a [[Remington 1863 Zouave]].&lt;br /&gt;
[[Image:Remingtonzouave.jpg|thumb|400px|none|Remington 1863 Zouave Rifle - .58 Minie ball]]&lt;br /&gt;
[[File:Chatos Land-Musket-2.jpg|thumb|none|600px|Note the similar metal plate on the buttstock.]]&lt;br /&gt;
[[File:Chatos Land-Musket-4.jpg|thumb|none|600px|Note the two barrel bands, the ring to the sling on the second barrel band, the similar muzzle shape and leght of the ramrod.]]&lt;br /&gt;
[[File:Chatos Land-Musket-6.jpg|thumb|none|600px|Note the similar position of the rear sight and all other reeses, depicted above.]]&lt;br /&gt;
[[File:Chatos Land-Musket-15.jpg|thumb|none|600px|The similar metal plate on the buttstock.]]&lt;br /&gt;
[[File:Chatos Land-Musket-19.jpg|thumb|none|600px|The similar metal plate on the buttstock again.]]&lt;br /&gt;
The only differ is the little short gun leight, but it's may be just visual illusion or carbine version of the gun. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:24, 7 September 2017 (EDT)&lt;br /&gt;
:[https://i.ytimg.com/vi/Vp9wnQUoZlE/hqdefault.jpg This] [https://www.youtube.com/watch?v=Vp9wnQUoZlE version] are more shorter? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:49, 7 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==RE: Redirects==&lt;br /&gt;
Thing is only admins have the ability to do so, since it goes more or less under the same principle of deletion. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:37, 15 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Custom Nagant ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I create a photoshopped image of the custom [[Nagant M1895]], that appeared in the ''[[Sheriff's Star (Zvezda sherifa)]]'', ''[[New Adventures of a Yankee in King Arthur's Court. Fantasy Over Mark Twain's Theme (Novye priklyucheniya yanki pri dvore korolya Artura)]]'', ''[[Killer's Wedge (Sposob ubiystva)]]'' and ''[[Four Sheets of Plywood (Chotyry lysty fanery)]]''. What do you think about that? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:05, 26 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[Image:Custom Nagant.jpg|thumb|none|300px|Photoshopped image of this movie prop (colage of different screenshots from this movies).]]&lt;br /&gt;
:No, I had used Photoshop, but, the sourced screenshots from ''Chotyry lysty fanery'' and ''Novye priklyucheniya yanki'' are slightly blured and fuzzy. The only good quality is the grip from ''Sposob ubiystva''. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:15, 26 September 2017 (EDT)&lt;br /&gt;
::Thanks! I also add gun image for the [[Chato's Land#Percussion Cap Rifled Musket 1|musket in Chato's Land]]. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:26, 26 September 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help to check the ID of the pistol ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: may yopu check the ID of the pistol in the [[Extraordinary Adventures of Mr. West in the Land of the Bolsheviks, The#Broqua &amp;amp; Scholberg Marked .44 Russian Single Shot Pistol|old Soviet movie]]. At first, I thought, that's [[Broqua &amp;amp; Scholberg Marked .44 Russian Single Shot Pistol]], but, maybe it's wrong and it's ''Auguste Francotte Pistolet de Tir de Salon pistol'', which appers in at lest two soviet movies. How do you think, is the my ID correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:54, 6 October 2017 (EDT)&lt;br /&gt;
[[File:Belgian Francotte Pistol.jpg|thumb|none|300px|1880s Belgian manufactured Auguste Francotte ''Pistolet de Tir de Salon'' pistol - 9mm Flobert rimfire. The screen gun is very similar to this sample.]]&lt;br /&gt;
[[Image:Broqua&amp;amp;Scholberg.jpg|thumb|none|300px|Broqua &amp;amp; Scholberg Marked .44 Russian Single Shot Pistol. Breech Opened by use of Thumb Lever on the side of the receiver. [http://www.pbase.com/halp/44_russian more information about this gun].]]&lt;br /&gt;
[[Image:Bolshevik pistol 2 1.jpg|thumb|none|500px|]]&lt;br /&gt;
[[Image:Bolshevik pistol 2 2.jpg|thumb|none|500px|]]&lt;br /&gt;
[[Image:Bolshevik pistol 2 3.jpg|thumb|none|500px|]]&lt;br /&gt;
:Oh, sorry, I found old disscussion about it. Also, how do you think, is it usefull, to create a gun page for ''Auguste Francotte Pistolet de Tir de Salon pistol'', which appeared at lest in two movies and one actors is ID? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:49, 6 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==RE: Rifle category==&lt;br /&gt;
I wouldn't be so sure about that regarding the Volkssturmgewehr, since its round isn't as heavy-hitting as that of battle rifles; I think it would just qualify as a service rifle. As for the other rifles that you mentioned, they fire full-sized rounds, so maybe you're right. Since you know about these more than I do, I'll leave the changes up to you. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:06, 23 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Request to same help with ID ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Exquse me, I have some request: may you help me with ID the rifle in the [[Lorna Doone#Unknown Rifle|Lorna Doone]]. It's seems to be not a muzzleloaded gun. May it be the [[Chassepot 1866]]. Also, I have some question about [[Talk:Treasure Island (Ostrov sokrovishch) (1971)#Not all mock-up pistols is IZh-18 |Treasure Island (Ostrov sokrovishch) (1971)]] (I'm absolutely not sure in my guess, so, I only wrote it on disscussion page). [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:26, 25 October 2017 (EDT)&lt;br /&gt;
:Many thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:45, 25 October 2017 (EDT)&lt;br /&gt;
::Also, after more close watching on screenshots, I have to more guess {about several mocked up muskets and pistol). [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 19:52, 27 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Re: e-mail ==&lt;br /&gt;
&lt;br /&gt;
I send a test letter. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 20:14, 3 November 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==RE: Le Deuxième Souffle==&lt;br /&gt;
From what I've seen on IMFDB, yeah, we usually sort the weapons by name in their particular sections (an admin has been insisting on that, at least on video games pages), but to be honest I'm not sure if it's a rule that always needs to be applied to all pages (the order of significance does make sense). And yeah sure, I'll upload additional screenshots later (I don't have the film with me right now).&lt;br /&gt;
&lt;br /&gt;
By the way, while we're at it, could you weigh in on [[Talk:Nothing to Declare|the discussion]] for Rien à déclarer that we started months ago, in case you're able to correctly identify the particular weapons seen in the screencaps? Thanks.&lt;br /&gt;
&lt;br /&gt;
--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:56, 2 December 2017 (EST)&lt;br /&gt;
:I don't think so. It appears to have a dark finish like the [[Smith &amp;amp; Wesson Model 13]] (I just re-watched the scene, and based on the lighting, I don't think it's supposed to be a stainless steel version tricking us into thinking otherwise), but at the same time it has a heavy barrel (similar to that of the 65-5 Ladysmith), which I'm not sure if it's available to the Model 13. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:21, 5 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
&lt;br /&gt;
I'd forgotten about those, yes. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:09, 2 December 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help to ID the autocannons and military veachles ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: may you help me to ID the autocannons and military veachles in the [[Girls' Last Tour]]? Sorry, that's anime page, but, it's seems, that several of the autocannons and veachles are seems to be drawn rather realistic. So, if it possible, may you help me with ID? Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:14, 13 January 2018 (EST)&lt;br /&gt;
:Many thanks for the help! I corrected the page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 04:51, 14 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== A strange question about actor's page ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some question: if the page for an [[Nikolai Aparin|actor]] are eligibly, due his characters can be seen with two different types of firearms in two different movies, but had nopthing known about any detiles of his life (most likely, the only information, that currently known about him is the actor's credites in the movies endings), may I add it to actor's page, or it's useless information? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:16, 24 January 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==RE:==&lt;br /&gt;
Definitely not an FR F1; [[:File:Le deuxieme souffle 2007-Rifle-6.jpg|this shot]] is pretty telling of that, not to mention the different handguard as well. It does seem like a MAS-36 to me, though a custom variant (also, is that really a suppressor on it, or some kind of compensator?)&lt;br /&gt;
&lt;br /&gt;
By the way, confirm with me, are [[:File:Le deuxieme souffle 2007-Revolver-8.jpg|these]] [[:File:Le deuxieme souffle 2007-Revolver-9.jpg|two]] revolvers a S&amp;amp;W Model 65-5 Ladysmith and an MR-73 respectively? (and [[:File:Le deuxieme souffle 2007-Revolver-11.jpg|here]], the one below the MAC Mle 1950, do you think it's a S&amp;amp;W Model 27?) As for [[:File:Le deuxieme souffle 2007-Revolver-10.jpg|this one]], do you have any idea about its ID?&lt;br /&gt;
&lt;br /&gt;
--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:04, 1 February 2018 (EST)&lt;br /&gt;
:Thanks. Regarding the Revolver-4, after checking again, it seems that not all the Model 65-5 revolvers are stainless steel, so maybe you're right. At the same time though, I looked up some images of the dark finish Model 13, and some variants actually have a heavy barrel like in the weapon in the movie (I think it's the case for at least the Model 13-4). What do you think, should we go for 65-5 or 13?&lt;br /&gt;
:(Also btw, in regards to [[Talk:Main Page#6P62|this discussion]], the actual classification would be handheld heavy machine gun, eh?)&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:41, 1 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Request for a help ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: may you help me with ID the armored car in ''[[The Bomb (Bomba)]]'' (it's Uzbek movie, so, it's may be Uzbek made veachle). Also, now, I working on the large page [[Suicides (Samoubiytsy)]] and have some other request: althought, most firearms are clearly ID, please, if it's not hard may you check my ID. Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 18:02, 19 February 2018 (EST)&lt;br /&gt;
:Many thanks for the help! Now, I complited both pages. How do you think, is the all correct now? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:20, 20 February 2018 (EST)&lt;br /&gt;
::Maybe, I'm wrong, but the Tommy gun can be seen fired onscreen (I uploaded a few more screenshots). I had corrected several misspellings in English, later, I shall trying to find more. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:22, 20 February 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some guess about a character in the Min-Series ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Exuse me, I have some question: is the character (at the left) holds any guns in the TV-series ''[[Here Lies the Border (Zdes prokhodit granitsa)]]''. His name is Khislyat and he was played by actor Utkur Khodzhayev, who also appeared in the movie ''[[The Seventh Bullet (Sedmaya pulya)]]'', when he also holds a firearms. So, if he holds a firearm in this TV-sries, the actor may have his own page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 19:53, 16 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:ZPG-P08-3.jpg|thumb|none|500px|Khislyat at the left.]]&lt;br /&gt;
[[File:ZPG-P08-4.jpg|thumb|none|500px|&amp;quot;The Engineer&amp;quot; threatens Khislyat (Utkur Khodzhayev).]]&lt;br /&gt;
:Many thanks. Also, how do you think, is the my IDs in the ''[[Nails (Gvozdi)]]'' correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:19, 17 April 2018 (EDT)&lt;br /&gt;
::Many thanks! I shall try to find some toy revolvers with those reeces/ Also, how do you think, is the unknown shotgun the same model as the another one, or, it's different? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:18, 17 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sorry for the (possibly) wrong ID advice ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Once upon a time, I thought, that the Muskets in the [[Cuba#Wheellock Musket|Cuba]] are wheellocks. But, now, I think, that I was wrong: I found some much [http://www.vikingsword.com/vb/attachment.php?attachmentid=104443&amp;amp;stc=1 more] [http://www.vikingsword.com/vb/attachment.php?attachmentid=104290&amp;amp;stc=1 close] [http://www.vikingsword.com/vb/attachment.php?attachmentid=104442&amp;amp;stc=1 images] ([http://www.vikingsword.com/vb/showthread.php?t=17080 source]) of the similar guns, and it's a Snaphaunce lock [[Moukhala Musket]]. Sorry for the wrong ID advice :( [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:42, 29 April 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== SMG in Caution! Red Mercury! (Oberezhno! Chervona rtut!)‎ ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Many thanks for the fixing my wrong ID. I had upload a few more photoshoped screenshot and have another guess: [[Talk:Caution! Red Mercury! (Oberezhno! Chervona rtut!)‎]]. What do you think about it? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:50, 1 May 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some question ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: how do you think, is the all ID in my new page ''[[The Wild East]]'' correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 11:36, 6 June 2018 (EDT)&lt;br /&gt;
:Thanks a lot! About those misspellings - I shall correct its at the near future. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:27, 6 June 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== My guess about percussion muskets in Pyramid of the Sun God (Die Pyramide des Sonnengottes) and Treasure of the Aztecs (Der Schatz der Azteken) ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I have some guess about percussion meskets in the movies ''[[Pyramid of the Sun God (Die Pyramide des Sonnengottes)]]'', ''[[Treasure of the Aztecs (Der Schatz der Azteken)]]''. Maybe, it's just for me, but [[Treasure of the Aztecs (Der Schatz der Azteken)#Percussion Cap Carbine|this]] [[Pyramid of the Sun God (Die Pyramide des Sonnengottes)#Percussion Cap Carbine|short]] carbines are similar that also can be seen in the [[Chato's Land#Percussion Cap Rifled Musket 1|Chato's Land]], while [[Pyramid of the Sun God (Die Pyramide des Sonnengottes)#Percussion Cap Musket|this]] long musket are similar to full leight [[Remington 1863 Zouave]]. For comprassion:&lt;br /&gt;
&lt;br /&gt;
[[Image:Remingtonzouave.jpg|thumb|400px|none|Remington 1863 Zouave Rifle - .58 Minie ball]]&lt;br /&gt;
[[File:Die Pyramide des Sonnengottes-Musket-6.jpg|thumb|none|600px|Note the metal plate on the buttstock, similar barrel band position, similar positon of the sling attaching, similar leight, and possibly, similar position of rear sight (the last maybe just optical illusion).]]&lt;br /&gt;
&lt;br /&gt;
Maybe, I'm wrong. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:17, 15 June 2018 (EDT)&lt;br /&gt;
:I also guess, that this rifle in the movie [[Apaches (Apachen)]] are flintlock:&lt;br /&gt;
&lt;br /&gt;
[[File:Apachen-LongGun-4.jpg|thumb|none|600px|If this image will be high upscaled, it can be seen the freezen, freezen spring and jaws with a flint. ]]&lt;br /&gt;
&lt;br /&gt;
== Help with my pages ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''!  I am glad to Your returning! Many thanks for the help with my pages. Excuse me, I have some request: may you also check the pages ''[[Biker (Bayker)]]'' and ''[[Treasures of the Twelve Gods (Sokrovishcha dvenadthati bogov)]]''? Also, currently, I'm not absolutely sure about ID [[Golden Mean (Zolotoe sechenie), The#FN Browning Hi-Power Silver Chrome|FN Browning Hi-Power Silver Chrome]] and [[Golden Mean (Zolotoe sechenie), The#Combat Planes|Combat Planes]]s. How do you think, is this ID correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:17, 6 July 2018 (EDT)&lt;br /&gt;
:Many thanks! I shall correct it, after having access to PC (I'm currently not in the Moscow). Also, I had created a page for actor [[Karl Gurnyak]]. I guess, that he holds a guns in two different movie (kino-teatr.ru helped me), but, I didn't watch it's, so, I have a question: is the information on actor's page correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:22, 6 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How do you think, is this two actors page correct? ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some question: I created two actors pages [[Nina Zorskaya]] and [[Vasili Novikov]], both appeared in ''Boyevoy kinosbornik'' series, due they also holds firearms in another movie. But, I didn't watch any of the ''Boyevoy kinosbornik'' movies, so, may you check - is this pages correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:49, 10 July 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How do you think, is my ID of the BTR correct?==&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: I'm not very good in the military veachles, so, ID the BTR's exact model in the ''[[The Lost City (Zahublene misto)]]'' only by the movie origin (Ukraine). But, I'm not sure, is this ID correct. How do You think, is my ID correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 10:55, 4 August 2018 (EDT)&lt;br /&gt;
:Many thanks! I also add some guess about antique guns in the ''[[Mark Twain: Against (Mark Tven protiv...)]]''. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 11:41, 6 August 2018 (EDT)&lt;br /&gt;
::Thanks! I also add some guess about [[Talk:Avalanche_from_the_Mountains_(Lavina_s_gor)#Some_guess_aboute_one_of_the_long_guns|long gun in Avalanche_from_the_Mountains_(Lavina_s_gor)]]. Also, I add my guess about possibility of appearense such types guns in Soviet movie. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 19:29, 14 August 2018 (EDT)&lt;br /&gt;
:::I had upload a few more screenshots and my guess. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 18:40, 18 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Used file deleted ==&lt;br /&gt;
&lt;br /&gt;
[[:File:A280C.jpg]] was deleted by you under the reasoning that it was an unused file. However, it was actually used on [[Talk:Star Wars Battlefront]]. The image should be restored. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:56, 8 August 2018 (EDT)&lt;br /&gt;
:It was deleted, I restored it. Deletion doesn't show up in file history, you can check if it was deleted before by clicking the &amp;quot;delete&amp;quot; tab which will bring up the deletion log for the page if there is one. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:39, 12 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== SKS ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Many thanks for the help! Sorry for a mistake. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 11:21, 7 October 2018 (EDT)&lt;br /&gt;
:Yes, I shall try to avoid such mistakes. I'm not good in ID of the modern weapons. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 11:26, 7 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The Headless Horseman ==&lt;br /&gt;
&lt;br /&gt;
Yes, of course. Sorry, I couldn't find a restored or even much better quality version of this movie. About the screenshots, I have nothing against, if it will be reuploaded or delited, due it's medium quality. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:37, 8 October 2018 (EDT)&lt;br /&gt;
:A great thanks! About the musket, it seems to be well worn, due the smoke from the lock during the shoting, which means to partly damaged hammer (the result of a lot of shots). This movie is a Cuban produced/filmed, so, it's possibly the old American gun. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 01:42, 18 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Grenade ID==&lt;br /&gt;
Hey Greg, do you have any idea about the grenade shown [[Talk:XXX: Return of Xander Cage#Glock &amp;amp; Grenade|there]]? Could be a training grenade or something. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:00, 13 October 2018 (EDT)&lt;br /&gt;
:Alright, thanks! I'll list it as a mockup for now. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:36, 13 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Carbines &amp;amp; Pistols ==&lt;br /&gt;
&lt;br /&gt;
Well, regarding the Para, I've moved it to [[:Category:Rifle]] with the other semi-auto .22s (don't know what it was doing with the carbines in the first place...). As for the Derringers, I'm not sure. Perhaps we could create a &amp;quot;Derringer&amp;quot; disambiguation/broad-spectrum page, sorta like [[22 LR Pump Action Rifles]] or [[Bolt Action Rifles - Most common Sporting Models]]. Does that sound like a good idea? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 09:00, 23 November 2018 (EST)&lt;br /&gt;
:Sure, no problem. Have a good one! [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 12:08, 23 November 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with White Material ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! A great thanks for the help with the updationg of the ''[[White Material]]'' page! How do you think, is the page correct now? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:55, 7 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Comments on the GSN-19 situation ==&lt;br /&gt;
&lt;br /&gt;
Can you provide some insights onto the conflicting sources we're currently seeing on the [[Talk:GSN-19 grenade launcher|GSN-19 grenade launcher talk page]]? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:38, 9 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== The aspect ratio ==&lt;br /&gt;
&lt;br /&gt;
It's actualy promo shot from IMDB. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:43, 10 February 2019 (EST)&lt;br /&gt;
:Many thanks! I had corrected the aspect ratio, reupload this image, corrected some gun links, made seceral actor ID's and corrected a few misspelings. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:04, 11 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== May you help me with ID some modern AK variant ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I havesome request: may you help me with ID some [[Republic Z (Respublika Z)#AK variant|AK rifle]] in the ''[[Republic Z (Respublika Z)]]''. At first, I think, that's [[AK-12]], but, it's seems wrong guess. Thanks [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:16, 5 March 2019 (EST)&lt;br /&gt;
:A great thanks! How do you think, is I should create a new gun page, or just create a new section in currently exist gun page? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:06, 9 March 2019 (EST)&lt;br /&gt;
::Actually, it's not a Saiga MK-107 either; note how the gas block is different. My guess is that it's a modified AK-105 (in fact, the setup in the movie has a lot in common with [https://www.reddit.com/r/airsoft/comments/9dlfls/ghk_ak_105/ this Airsoft version]). As for the MK-107 image, it just belongs to the talk page of the AK-74, since it's a civilian version of the AK-107. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:49, 9 March 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==AK-104==&lt;br /&gt;
Hi, I'd like to ask, could you remove the protection of [[:File:AK104.jpg|the AK-104 image]]? I'm pretty sure it's not a genuine one, primarily since it is shown with a solid trunnion rather than a stepped one, and thus I'd like to replace it with a good quality image that I have ready (and that also has the smooth side/low drag magazine typically used on the weapon). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:31, 16 March 2019 (EDT)&lt;br /&gt;
:Appreciated, thanks! --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:43, 17 March 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Apologies ==&lt;br /&gt;
&lt;br /&gt;
Apologies. I understand that major title changes require discussion. I thought that just adding a spacebar in the title didn't require a significant discussion. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:26, 18 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Port title ==&lt;br /&gt;
&lt;br /&gt;
I recall seeing a couple of pages having been renamed like this ahead of time (due to the title containing only one word), probably to prevent confusion with other media ([http://www.imfdb.org/index.php?title=Hardcore_Henry&amp;amp;diff=891043&amp;amp;oldid=891026 here's] an example). In the case of Port, there are other movies such as [http://www.imdb.com/title/tt8529772/?ref_=nm_flmg_dr_1 this one] and [http://www.imdb.com/title/tt0195161/releaseinfo this one], but yes, you do have a point about the fact that they don't have pages on IMFDB right now. Due to this, I'm not sure what's the most appropriate action, so I guess it's your call. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:51, 28 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Many thanks! ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Many thanks for the help with ID the cannon in the ''[[Tom Sawyer]]''. Excuse me, I have another question: how do you think, what is the type of the naval combat steamer, that appeared in this movie: Gunboat, Frigate, Corvette or someting another? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:34, 29 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How do you think, what is the better word for this futuristic weapon? ==&lt;br /&gt;
&lt;br /&gt;
Hello again! Excuse me, I have some question: how do you think, what is the better for this ''[[Ergo Proxy#Twin Machine Gun|futuristic machine gun]]'': Twin or Double Barreled? Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 18:15, 29 April 2019 (EDT)&lt;br /&gt;
:A great thanks! Also, I made some ID in the ''[[Snow Queen (Snezhnaya koroleva), The#&amp;quot;Knee Flintlock Pistol&amp;quot;|The Snow Queen (Snezhnaya koroleva)]]'': I had upload the photoshopped (lightened) screenshot, which allow to made the ID. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:48, 4 May 2019 (EDT)&lt;br /&gt;
::I had add some more informations in the page ''[http://www.imfdb.org/index.php?title=Snow_Queen_%28Snezhnaya_koroleva%29%2C_The&amp;amp;diff=1271959&amp;amp;oldid=1271688 The Snow Queen (Snezhnaya koroleva)]''. What do You think about it? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:29, 6 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mauser Schebenbüchse ==&lt;br /&gt;
&lt;br /&gt;
Should we created a (sub)page for this, and if so, in which place? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:07, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Silent Hill 4 ==&lt;br /&gt;
&lt;br /&gt;
Could you please unlock the page? I need to make a couple of edits. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 07:15, 26 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A help with ID ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: how o you think, what is the Thalcave's rifle in ''[[Capt. Grant's Family (Deti kapitana Granta)#Percussion Rifle|Capt. Grant's Family (Deti kapitana Granta)]]''? Also, I had create the director's category for [[Vladimir Weinstock]]. How do you think, is his short biography correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:23, 23 August 2019 (EDT)&lt;br /&gt;
:A great thanks! I had add information about &amp;quot;Sibirka&amp;quot; and correct Vladimir Vajnshtok biography. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:02, 24 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some request  ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Izcuse me, I have some request: mau you help me with iID some miltary veachles and cannons at the [[Bullet Ballet#Archive Footage|archive footage]] in the movie ''[[Bullet Ballet]]''. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:12, 24 November 2019 (EST)&lt;br /&gt;
:Ok, many thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:02, 24 November 2019 (EST)&lt;br /&gt;
::A great thanks! I add this information. Also, I linked the 40mm Bofors as [[L/60‎]]. How do you think, is it correct? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 12:45, 27 November 2019 (EST)&lt;br /&gt;
:::I had corrected the redirect. How do you think, is the redirect &amp;quot;L/60&amp;quot; should be deleted, or it's usefull? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:36, 27 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Help with &amp;quot;The Ninth&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A geat thanks! I had add this information to the page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:40, 27 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mistake with the &amp;quot;Vyster&amp;quot; movie ==&lt;br /&gt;
&lt;br /&gt;
Oh, I'm sorry for this mistake. I shall correct it at the near future. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:20, 25 March 2020 (EDT)&lt;br /&gt;
:I did it. Also, I have some planes to rewatch the 1981 movie and create a page for it. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:56, 27 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some questions ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Many thanks for correcting a typo on [[Dmitry Matveev]] and help with MissID on ''[[Slave Coast (Cobra Verde)]]''. Excuse me, I have several questions: At the page ''[[The Shore of Salvation (Bereg spaseniya)]]'' for the brigands hired by the Grave Robber often uses word &amp;quot;Такультаны&amp;quot;, but, I hadn't found any other appearance of this word, so I had used term &amp;quot;mercenaries&amp;quot;, but, I'm not sure if it's correct. Also, how do You think, is the ID of this page is correct? A second question about first rifle in ''[[Slave Coast (Cobra Verde)#Bolt Action Rifle|Slave Coast (Cobra Verde)]]'': I guess, it's a small-caliber, bolt action rifle with a strange wooden ring on the buttstock. I had never seen any rifles with such wooden ring. How do you think, what it's can been. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 09:15, 1 May 2020 (EDT)&lt;br /&gt;
:A great thanks! About first rifle in &amp;quot;Cobra Verde&amp;quot; - it can be seen firing, but only in distance. While the muzzle flash and smoke can be seen, it wasn't seen clear at this moment, theoretically it's maybe different rifle. Also, I had correct the ID of several Single barreled shotguns, which is wrongly among percussion shotguns section. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 10:23, 1 May 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Death to Spies ==&lt;br /&gt;
&lt;br /&gt;
Hi, as the creator of the [[Death to Spies]] page I'd like to take a moment to explain what's been going on. I haven't had access to the computer I originally played it on for a long while now, and I would still like to make screenshots of the game in 4:3 aspect ratio (since the game is that old). I would like to think I'd get to completing the game's page eventually, but can we compromise and change the page to &amp;quot;Incomplete&amp;quot; for now? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:13, 11 May 2020 (EDT)&lt;br /&gt;
:Thanks for changing the status of the page. As a Russian yourself, do you like video games focusing on Russian history, such as the Death to Spies series, [[Red Orchestra 2: Heroes of Stalingrad]], etc.? --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 09:53, 12 May 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== WIP to complete ==&lt;br /&gt;
&lt;br /&gt;
I understand you're trying to reduce the number of WIPs, but rather than changing them to complete, it might be safer to change them to incomplete. Formatting is one thing, but unless you've seen the movie, you can't be sure everything has been covered. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 09:54, 12 May 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Updating the &amp;quot;Sluga gosudarev&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! I'm sorry, that I forgot to add this weapon at the page. But, just now, I have living in the village due the quarantine of COVID-19 pandemy in Moscow, so, I havent only old NOKIA mobile phone, not PC, noteboock etc. So, just now, I absolutely cann't create a screenshots or even watch any movie, but, right after returning to Moscow, I shall rewatch this movie and apdate the page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:19, 18 May 2020 (EDT)&lt;br /&gt;
:I did it. This page is improved by the better quality screenshots and adding some previously missed weapons, include the percussion hand mortars. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 08:17, 6 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== RE: Grammar Corrections ==&lt;br /&gt;
&lt;br /&gt;
I'm always down to do proofreading! I'll be honest with you- I use WWII just because I think it looks better. I think it's really up to the person, but for me, WWII looks fancier, lol --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:07, 29 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some question about variants of Kar98 ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Excuse me, I have some request: in the movie ''[[Samurai Avenger: The Blind Wolf]]'' appeared some rather strange variant of [[Samurai Avenger: The Blind Wolf#Karabiner 98k &amp;quot;Kriegsmodell&amp;quot;|Kar98 rifle]]. It's generally resembles Kriegsmodell, but has a groove on the stock, non-standard longer cleaning rod and elongated front part (between barrel band and muzzle). I guess, that's some rare variant of Kar98, but I don't know much about this rifle. So, how do you think, what is this variant. Thanks! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:13, 29 June 2020 (EDT)&lt;br /&gt;
:A great thanks for the help! [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 17:50, 30 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver Image ==&lt;br /&gt;
&lt;br /&gt;
Many, many thanks to you for the procurement of this image! It was also exactly the website from where I got the ID. &amp;lt;br /&amp;gt;&lt;br /&gt;
''The Door with Seven Locks'' will be the last Edgar Wallace page for the time being.--[[User:HighPhigh|HighPhigh]] ([[User talk:HighPhigh|talk]]) 05:53, 18 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sure, I also think that is a good place for it (although it has already been added). Should a template be created for this? Maybe I'll get more parts of this series in the future or someone else. And yes, the film series is worth watching, some kind of British humor in a different way.&lt;br /&gt;
:Question: May I also create templates, so do I have the permission to do this? Because I would like to add one for ''Bungo Stray Dogs''. I wanted to ask first if I am even allowed to do that--[[User:HighPhigh|HighPhigh]] ([[User talk:HighPhigh|talk]]) 01:50, 20 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Issue ==&lt;br /&gt;
&lt;br /&gt;
Hi Greg I'm having an issue. The site hasn't been sending e-mails for an account activation and I have been waiting since last week, an have also been sending 'reset your password' links but still got nothing. I then tried sending it to the email linked to this account and also didn't receive it. --[[User:Slum 5050|Slum 5050]] ([[User talk:Slum 5050|talk]]) 14:33, 20 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Oh ok it's np. Do you have permission to change my username?&lt;br /&gt;
&lt;br /&gt;
Thanks--[[User:Slum 5050|Slum 5050]] ([[User talk:Slum 5050|talk]]) 15:07, 20 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That is strange that you can't because users cant change it either.--[[User:Slum 5050|Slum 5050]] ([[User talk:Slum 5050|talk]]) 15:40, 20 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== D3niks ==&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, Denix are absolute noobs when it comes to names. Their &amp;quot;Scofield&amp;quot; is actually Model 3. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 15:13, 21 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chvíle ==&lt;br /&gt;
&lt;br /&gt;
Yeah that's right, add. Similarly, it is a pity the pictures of Sigourney Weaver from the movie Rakka.--[[User:Pandolfini|Pandolfini]] ([[User talk:Pandolfini|talk]]) 05:04, 9 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Astra 900/C96 in Sedmoy sputnik and other Lenfilm films ==&lt;br /&gt;
&lt;br /&gt;
I recently [http://www.imfdb.org/index.php?title=Seventh_Companion_%28Sedmoy_sputnik%29%2C_The&amp;amp;diff=1387319&amp;amp;oldid=1376538 re-identified] one of the C96-type firearms in the Russian film [[Seventh Companion (Sedmoy sputnik), The|Sedmoy sputnik]] from an Astra 900 to a standard Mauser C96. My observation is that the right side of the movie gun lacks the screws common to the Astra C96-type pistols, and instead has indentations similar to some of the later Mauser C96-type pistols.&lt;br /&gt;
&lt;br /&gt;
However, I currently have an issue after this re-identification: The page originally claimed that the film pistol has a &amp;quot;typical outline of the front part&amp;quot; that allows it to be identified as an Astra 900 rather than a Mauser C96. In our pages on a number of other Lensfilm movies (for example, [[Life of Klim Samgin (Zhizn Klima Samgina), The|Zhizn Klima Samgina]]), this reasoning is also used to identify C96-like pistols as Astra 900s. I'm unsure of what exactly is this &amp;quot;outline&amp;quot;. I would suggest reevaluating all the other Astra 900 identifications, but I'm unsure because I could not find any specific C96-like features on the screenshots we have of those movies. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 03:53, 15 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:Sedmoy sputnik-Astra900-2.jpg|thumb|none|600px|The weapon from Sedmoy sputnik.]]&lt;br /&gt;
[[File:Astra902.jpg|thumb|none|400px|Image of Astra 902 to illustrate the pins common to the Astra C96-type pistols.]]&lt;br /&gt;
[[File:Mauser-Bolo-Broomhandle-Semi-Automatic-Pistol-3.jpg|thumb|none|400px|Image of Mauser C96 &amp;quot;Bolo&amp;quot; to illustrate the later Mauser indentations. Note how the movie gun has a line of indentation going along the back of the frame (above the shooter's hand), just like this image.]]&lt;br /&gt;
:About [[Chief of Chukotka (Nachalnik Chukotki), The|Nachalnik Chukotki]], the Astra 900 identification is fairly reliable; you can see in [https://forum.guns.ru/forums/icons/forum_pictures/020346/20346996.jpg this] image the distinctive Astra &amp;quot;plate&amp;quot; on the left side of the pistol frame. About all the other Lensfilm movies, do you have links to the forum.guns.ru discussion posts? There might be some better screenshots on there that I can use to improve my identification of the pistols. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 03:07, 18 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
Sounds reasonable. In the absence of more detailed screenshots these are the best of what we can do now. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:21, 21 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: National Film Registry ==&lt;br /&gt;
&lt;br /&gt;
I used [https://apnews.com/article/dark-knight-national-film-registry-f7d5ebafe96fec04be45cbd2dd078c91 this article]. Came here as soon as I read it. [[User:HeadAllTheWayUpIt|HeadAllTheWayUpIt]] ([[User talk:HeadAllTheWayUpIt|talk]]) 04:20, 15 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Broken redirects ==&lt;br /&gt;
&lt;br /&gt;
Interesting, yes, I can delete them directly in the database. This might be a project for Christmas break. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 23:01, 17 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Difference in Mosin versions ==&lt;br /&gt;
&lt;br /&gt;
A great thanks for the help! It's very useful information. I shall use it to make a correct ID. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:20, 17 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Edgar Wallace films ==&lt;br /&gt;
&lt;br /&gt;
Sorry for the delayed answer, currently I haven't planned to create pages for the German ''Edgar Wallace'' series, but if I plan to do something like that, I will let you know. So, feel free to create them.&lt;br /&gt;
&lt;br /&gt;
However, I have access to the 1931 ''The Squeaker / Der Zinker'', which I might want to create later--[[User:HighPhigh|HighPhigh]] ([[User talk:HighPhigh|talk]]) 09:58, 18 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Nobody (2021) ==&lt;br /&gt;
&lt;br /&gt;
Just an FYI that I'm re-starting the page, this time with screenshots. Noticed you had deleted it yesterday for being empty&lt;br /&gt;
&lt;br /&gt;
==Vigor==&lt;br /&gt;
I am resuming work on the page after I saw the deletion message, I can get screenshots over the next few days and have them on the page, replacing the old, low-res ones I hastily brought back from a few months ago. Unfortunately, due to the nature of the game, there is no easy way for me to get some of the weapons, besides playing for hours everyday, which I don't have time for, so proper ADS/reloading screenshots will take a while for some of the rarer guns. --[[User:JackalUnderscore|JackalUnderscore]] ([[User talk:JackalUnderscore|talk]]) 05:23, 18 August 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Naming==&lt;br /&gt;
Hello,&lt;br /&gt;
Thanks for letting me know this.  I committed the same error for ''[[The Private Eyes]]''.  The movie category listings have both movies listed inappropriately starting with &amp;quot;The&amp;quot;. To fix this, is it possible to copy the source code to notepad, nuke the movie pages, then recreate them?  [[User:LJ|LJ]] ([[User talk:LJ|talk]]) 17:16, 12 September 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Attention==&lt;br /&gt;
I uh... brought stuff to your attention. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 11:02, 15 September 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Several actors for gun wielding characters ==&lt;br /&gt;
&lt;br /&gt;
I hadn't watch the ''[[Snow and Ashes (Sneg i pepel)]]'', but, according the screenshots from [https://www.kino-teatr.ru/kino/movie/ros/113436/titr/ this] site, several more actors, that played the gun wielding characters can be ID: [https://www.kino-teatr.ru/kino/movie/ros/113436/foto/a445397/720889/ Vldimir Yudin], [https://www.kino-teatr.ru/kino/movie/ros/113436/foto/a424507/623461/ Artyom Potylitsin], [https://www.kino-teatr.ru/kino/movie/ros/113436/foto/a14611/902981/ [[Andrey Polishchuk]]]. Maybe more. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 11:34, 21 September 2021 (EDT)&lt;br /&gt;
:Maybe, I'm wrong, but both characters on [https://www.kino-teatr.ru/kino/movie/ros/113436/foto/a14611/902981/ this] screenshots are carring guns: the left one carries some kind of rifle, while the right one carries a holstered handgun. One of them is Dedukh and played by [[Andrey Polishchuk]], however, I don't know, who is Dedukh of them two. So, if the exact character will be IDed, it's possible to add the character-gun info to actor's page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:45, 21 September 2021 (EDT)&lt;br /&gt;
::I understand. As I said, I hadn't watch this movie, so, I can't say any guess about adding or not adding this information to Andrey Polishchuk page. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:58, 21 September 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Re: Country category removals==&lt;br /&gt;
If/when there are actual category pages made for them I can see adding them then but until then I don't see the reason to adding what are basically red-links onto a page. That said, personally I think these national produced categories are too extraneous and just extra work we shouldn't have to add anyway. But that's me. Again right now simply a case of removing links that go nowhere. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:04, 22 September 2021 (EDT)&lt;br /&gt;
: No worries at all, life happens. Take 'er easy. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:41, 26 September 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== HXH ==&lt;br /&gt;
&lt;br /&gt;
I noticed that you recently put the Hunter X Hunter page I was working on  into storage; I don't really know what that entails, but I just wanted to let you know that I am still (technically) working on it - I've been busy with IRL stuff lately, but I'm gonna get back to gathering images when I get the chance. As for the artstyle, there are plenty of reasonably-realistic-looking guns, especially later on - I haven't gotten any images yet, but they are there. [[User:BrandonColeford1992|BrandonColeford1992]] ([[User talk:BrandonColeford1992|talk]]) 12:04, 14 October 2021 (EDT)&lt;br /&gt;
:It's alright, no big deal. I didn't realize that talk-page stuff like that was supposed to be WIP-tagged; I'll go add that now. [[User:BrandonColeford1992|BrandonColeford1992]] ([[User talk:BrandonColeford1992|talk]]) 19:32, 15 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== KochiKame ==&lt;br /&gt;
&lt;br /&gt;
Hello, '''Greg-Z'''! Many thanks for the correct a wrong ID. Now, I had completed the page ''[[KochiKame]]''. How do You think, is the all ID correct now? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:24, 18 October 2021 (EDT)&lt;br /&gt;
:Thanks for the help! I had added this info. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 16:22, 18 October 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Little warning ==&lt;br /&gt;
&lt;br /&gt;
Hey, it's me, TrickShotFinn. Although I've been off IMFDB, I've come to warn about potential acts of vandalism in near future. I hope you pass this information to other admins:&amp;lt;br&amp;gt;&lt;br /&gt;
I've gotten in a fisticuffs at the Wikipedia-Wikipedia. There's this editor from Pennsylvania using a the handle '''Jacee215''' who may have made things personal . This results from a back-and-forth between me and him, regarding Russian Sambo &amp;amp; Shoot Wrestling legend Volk Han. He has gotten in trouble with Wikipedia's admins and may be banned soon. However,  ''there is a fair risk that he will come here to do some vandalism'', as my Wikipedia profile mentions that I have done stuff here (at IMFDB).&lt;br /&gt;
&lt;br /&gt;
So, If there is some weirdo who deletes large chunks of pages here connected to entries I've done, it might be him. If you confront him in talk, the ways to tell him is his writing style, as he alters writing style between responses - sometimes using good grammar, capitalization and punctuation and then with random capitalization and punctuation, with lots of unnecessary/clumsy spacing. He will often also fail to use a signature. There is also chance that he will start using eugenics and philosophy-based insults for those who defy him. Also if he makes mention of any Japanese Pro Wrestlers, MMA fighters or non-Japanese guys fighting Japan (esp. Volk Han) - it's him.&lt;br /&gt;
&lt;br /&gt;
When confronting him, appeal to policy and be concise and decisive with him. Do not - I repeat - '''do not get in arguments with this guy'''. He might appear like some punk kid who might &amp;quot;try to do the right thing the wrong way&amp;quot; - but he is a real stubborn piece of work who will exploit your goodwill. I might sound bit overt - I admit that - but I had to wrestle with this brat for like four months before he crossed the admins and I advise caution if he comes here.&lt;br /&gt;
This is level of a problem that had to be brought to ''Administrators' noticeboard/Incidents'' at the Wikipedia. -- [[User:TrickShotFinn|TrickShotFinn]] ([[User talk:TrickShotFinn|talk]]) 12:10, 19 November 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Screenshot tag for promo photos ==&lt;br /&gt;
&lt;br /&gt;
Hi Greg. I wanted to clarify one question: is it correct to use the screenshot tag for promo photos? In my understanding, the screenshot refers only directly to the film/series, while the promo photos are released separately for the advertising company.   [[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]]) 12:02, 24 December 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reversion of discussion page edit for S3 of Nikita (2010) ==&lt;br /&gt;
That photo of me, which I had used to start the talk page with way back in 2012, is something that I no longer want on the page, thus why I performed that edit. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 21:22, 12 January 2022 (EST)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Nikita_(2010)_-_Season_3&amp;diff=1468514</id>
		<title>Talk:Nikita (2010) - Season 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Nikita_(2010)_-_Season_3&amp;diff=1468514"/>
		<updated>2021-12-14T23:52:18Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cast image==&lt;br /&gt;
Just a heads up, you may be able to find me in the scene where MSS agents escort Michael into the HKPF's Kowloon branch. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 15:48, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Very interesting. Were you credited in the episode? [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 20:00, 21 October 2012 (EDT)&lt;br /&gt;
Will you be in any more episodes?[[User:Mr.Ice|Mr.Ice]] ([[User talk:Mr.Ice|talk]]) 22:42, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
No, that's the only episode that I was cast as an extra in.  Another show you'll find me soon is the upcoming season of XIII. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:58, 21 October 2012 (EDT)&lt;br /&gt;
--[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 22:01, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You were armed with the TAR-21 eh? You may be in the scene with Jeffrey Pierce and Byron Mann, but a bit for a second since the camera was focusing on them. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 23:57, 21 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==M4A1== &lt;br /&gt;
The M4A1s used in &amp;quot;3.0&amp;quot; are obviously not M4s, the barrel is far too short. I think they might be HK416s, either that or Mk.18s the barrel looks about 10 inches long&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS ==&lt;br /&gt;
&lt;br /&gt;
Am I the only one seeing a rail under the barrel? I think it might be an M9-A1 or 92-A1. Anyone agree? --[[User:Mormonpowerranger521|Mormonpowerranger521]] 19:53 MST&lt;br /&gt;
&lt;br /&gt;
[[File:NikitaS3 suppressed pistol fire.jpg|thumb|none|600px|Martin firing his silenced Beretta 92FS at Nikita.]]&lt;br /&gt;
:I agree that it is a railed gun, and based on the rounded trigger guard, slide markings and the geometry of the rail I think it is a 92A1.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 05:36, 1 November 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown Rifle==&lt;br /&gt;
[[File:NikitaS3 ranger photo.jpg|thumb|none|600px|The soldier in the middle of the Ranger photo holds the rifle.]]&lt;br /&gt;
[[File:NikitaS3 photo closeup.jpg|thumb|none|600px|Closeup of the Ranger photo.]]&lt;br /&gt;
:That is the same custom AR-15 that has appeared in the last two seasons.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:05, 14 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible that it could be a Barret REC-7? --[[User:Mormonpowerranger521|Mormonpowerranger521]] 3:23, 1 April 2013 MST&lt;br /&gt;
&lt;br /&gt;
It looks a lot like a standard piston AR with the CASV/SIRS handguard. The gas block doesn't seem quite right to be a REC7. Good thinking though. --[[User:Gwhysow|Gwhysow]] ([[User talk:Gwhysow|talk]]) 20:24, 1 June 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Grips ==&lt;br /&gt;
&lt;br /&gt;
Is anyone else bothered by the near-horrible grips the characters have in this show, Maggie Q especially? Just curious. --[[User:Mormonpowerranger521||Mormonpowerranger521]] 25 May, 2013, 1:28 MST&lt;br /&gt;
&lt;br /&gt;
Not really... --[[User:Sergei Titov|Сергей Титов, Sergei Titov]] ([[User talk:Sergei Titov|talk]]) 14:39, 31 May 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Starting to Cap ==&lt;br /&gt;
As soon as I finish downloading all of the episodes in 1920x1080p (I have all of them in 720x480p but I'm upgrading and it's taking a while due to the time length needed to download such large files [1.5GB each]) I'll start getting all the missed guns and caps.&lt;br /&gt;
--[[User:Sergei Titov|Сергей Титов, Sergei Titov]] ([[User talk:Sergei Titov|talk]]) 09:57, 29 May 2013 (EDT)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1443281</id>
		<title>Call of Duty: Vanguard</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Vanguard&amp;diff=1443281"/>
		<updated>2021-09-19T17:17:47Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Charlton Automatic Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Vanguard&lt;br /&gt;
|picture=Codvanguardcover1.jpg&lt;br /&gt;
|caption=''Cover Artwork''&lt;br /&gt;
|date=November 5, 2021&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Vanguard''''' is a first person shooter developed by Sledgehammer Games and published by Activision on Xbox One and Series S/X, PlayStation 4 and 5 and Microsoft Windows on November 5th, 2021. It is the eighteenth game in the ''Call of Duty'' franchise and the sixth main WWII title in the series, following Sledgehammer's previous game, ''[[Call of Duty: WWII]]''. It features a campaign mode with characters from multiple Allied countries fighting on the Western, Eastern, African and Pacific fronts. It also has a Zombies mode, which is developed by Treyarch instead of Sledgehammer.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Vanguard}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Like ''[[Call of Duty: Modern Warfare (2019)|Modern Warfare]]'' and ''[[Call of Duty: Black Ops Cold War|Black Ops Cold War]]'', Vanguard uses the Gunsmith system for its weapon attachments and customisation, which includes new upgrades such as incendiary ammo, seen on some weapons in Alpha gameplay.&lt;br /&gt;
&lt;br /&gt;
Multiplayer features a new mode called Champion Hill, where small teams of two or three players battle in small arenas to be the only survivor. In between rounds, they can use the cash they've earned to purchase upgrades and better weapons.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Colt M1911==&lt;br /&gt;
A [[Colt M1911]] appears under the &amp;quot;1911&amp;quot; name and has 8 round magazines by default, which is anachronistic, as 8 round magazines did not exist for the M1911 in WWII.&lt;br /&gt;
[[Image:COLTM1911 1913.jpg|thumb|350px|none|Original Colt M1911 (dated 1913) - .45 ACP]]&lt;br /&gt;
[[File:Codvancolt1.jpg|thumb|none|600px|A tail gunner shoots down a Zero fighter plane with his M1911A1 pistol. This is a loose reference to a real feat during the war by Owen. J. Baggett, who shot down a Zero with an M1911 pistol while parachuting. Note the weapon is shown as double-action only, and the hammer never moves while firing.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of different Mauser [[C96]] pistols is seen in the Alpha, listed under the same &amp;quot;Machine Pistol&amp;quot; moniker from ''[[Call of Duty: WWII|WWII]]''. As of the Beta, it uses &amp;quot;.30 Jaeger&amp;quot; ammo, possibly a change of the name .30 Mauser (an alternate designation of the 7.63x25mm Mauser cartridge) to avoid copyright issues. It is full-auto despite its lack of a selector switch, and has a 10-round magazine by default, although various magazine options are available, including 8 and 20 round 9x19mm magazines (the former of which is considered a &amp;quot;fast mag&amp;quot;, yet confusingly it is non-detachable and uses a 10 round stripper clip instead of an 8 round stripper clip), a 40 round drum for &amp;quot;7.62 Tokarev&amp;quot;, presumably 7.62x25mm, which is extremely similar in dimensions to the 7.63x25mm Mauser the C96 actually uses, which may indicate the developers confused the two, and finally &amp;quot;8mm Nambu&amp;quot; 20 round magazines, which is a caliber the C96 never used.&lt;br /&gt;
[[File:Mauser C96 M1930.jpg|thumb|none|400px|Mauser C96 M1930 - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser M712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A [[Luger P08]] is seen in the reveal trailer and in artwork for the Dead Silence field upgrade, fitted with a suppressor.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|350px|Luger P08 - 9x19mm.  This is a 1917 dated handgun, thus it is a World War One firearm.]]&lt;br /&gt;
[[File:CODV P08 1.jpg|thumb|none|600px|A German tank commander with his Luger.]]&lt;br /&gt;
[[File:CODV Luger Menu.jpg|thumb|none|600px|The Luger in the Dead Silence artwork, fitted with a long suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is featured in the beta as the &amp;quot;Ratt&amp;quot;.&lt;br /&gt;
[[file:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev. Pre-1947 version.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
An [[M1A1 Thompson]] appears in the Alpha as the default weapon in Champion Hill mode, fitted with a 50 drum magazine by default, which is impossible for the M1 Thompsons. Sledgehammer refers to it as the &amp;quot;M1928&amp;quot;, which is the Thompson variant that could use drums. When reloading, the drum is correctly removed via a sideways movement (as correct as a drum on an M1A1 can be, anyway). An extended drum attachment holds 100 rounds. The initial draw animation involves the player letting the bolt go forward and chamber a round, then they flick the safety off.&lt;br /&gt;
&lt;br /&gt;
In the beta a conversion to .30-06 is available.&lt;br /&gt;
[[File:Tommy_m1.jpg|thumb|none|400px|M1A1 Thompson with 20-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:CODV thompson 1.jpg|thumb|none|600px|The wrong Thompson with a drum magazine in the Alpha.]]&lt;br /&gt;
[[Image:CODV thompson 2.jpg|thumb|none|600px|A modified Thompson with a silencer, drum magazine and &amp;quot;Slate Reflector&amp;quot; sight.]]&lt;br /&gt;
[[Image:CODV thomspon 4.jpg|thumb|none|601px|Reloading from empty.]]&lt;br /&gt;
[[Image:CODV thompson 3.jpg|thumb|none|602px|Inserting a new drum.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is an SMG available in the game.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CODVanguard PromoArt MP40.jpg|thumb|none|600px|The MP40 held in first-person, as seen in the promotional art. Compared to previous depictions of the MP40 in the series, the player character holds the MP40 by the magazine well instead of grasping the magazine itself, the latter option likely to induce a malfunction.]]&lt;br /&gt;
[[File:Codvanmp401.jpg|thumb|none|600px|A soldier fires his MP40 in the Champion Hill mode.]]&lt;br /&gt;
&lt;br /&gt;
==MP41==&lt;br /&gt;
The &amp;quot;Shredder&amp;quot; submachine gun in the Frontline weapons pack is a heavily customized [[MP41]]. It also briefly appears in the Alpha trailer, kitted out with a skeleton Thompson grip, an [[MP18]] barrel and a magazine similar in design to the ''Trommelmagazin 08''.&lt;br /&gt;
[[Image:Mp41-1.jpg|thumb|none|400px|MP41 - 9x19mm]]&lt;br /&gt;
[[Image:Codfrontline1.jpg|thumb|none|600px|The custom MP41 on top, painted with Splittertarn camouflage and added M1921 Thompson foregrip, along with a barrel resembling the [[MP18]] barrel and a Glasvisier 16 scope.]]&lt;br /&gt;
[[File:Codvanmp411.jpg|thumb|none|600px|A soldier holds a heavily customized MP41 in the Champion Hill mode.]]&lt;br /&gt;
&lt;br /&gt;
==Owen==&lt;br /&gt;
The [[Owen Gun]] is carried by second lieutenant Riggs at the beginning of the trailer.&lt;br /&gt;
[[File:Owen MkI 1942.jpg|thumb|none|400px|Owen Mk I - 9x19mm. This is an earlier version of the Owen gun, featuring a finned barrel, early wireframe stock (some wireframe stocks have a clip that holds an oil bottle), and solid trigger housing. The parkerized finish is a post-war refurbishment.]]&lt;br /&gt;
[[File:Codvanowen1.jpg|thumb|none|600px|The Owen slung on Riggs' back when he opens the train doors.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Soviet Soldiers are seen carrying [[PPSh-41]]s at the beginning of the trailer.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|400px|PPSh-41 with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is featured in the game.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:CODVanguard_Trailer_StenMK2.jpg|thumb|none|600px|Sergeant Kingsley firing the Sten Mk II. Upon further examination, the rear sight appears to have been chopped in half. The few frames of it being fired it appears to be correctly depicted firing from an open bolt, however the bolt never moves forward to fire the round in the chamber for some reason. The bolt is erroneously modeled as an entire solid block extending to the back of the receiver, creating this goof where the bolt clips through the back of the receiver when firing. Also note that, for some reason, the buttplate is rotated 90 degrees. No shells are ejected when firing either.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I/Sten Mk VI Hybrid==&lt;br /&gt;
The &amp;quot;Wildwood&amp;quot; submachine gun in the Frontline weapons pack is a hybrid combining original Sten Mk I with the pistol grip, fixed stock and suppressor from the [[Sten Mk VI]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:StenMkVI.jpg|thumb|none|400px|Sten Mk VI - 9x19mm]]&lt;br /&gt;
[[Image:Codfrontline1.jpg|thumb|none|600px|The custom Sten on the bottom, painted with German helmet &amp;quot;Normandy&amp;quot; chicken wire style camouflage. Note the similarity with the &amp;quot;Rooted II&amp;quot; variant from ''Call of Duty: WWII''.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
A [[Type 100 submachine gun]] is used by an Allied soldier.&lt;br /&gt;
[[Image:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[Image:Codultimate1.jpg|thumb|none|600px|A customized Type 100 appears as a pre-order bonus in the Task Force One pack for the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:Codvancrate1.jpg|thumb|none|600px|A crate is opened in the Champion Hill mode, revealing a Type 100 submachine gun, two Sturmgewehr 44 rifles and an MG42 machine gun.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Becker revolving shotgun==&lt;br /&gt;
The [[Becker revolving shotgun]] appears in the game as the &amp;quot;Revolving Shotgun&amp;quot;. Being a rare and sophisticated European shotgun (only about 100 examples being ever produced, at a time when only the U.S. has thought of issuing combat shotguns), it was unlikely to have been used as a military weapon during WWII in reality. In the Stalingrad Demo, it is seen being used by German soldiers. At the start of every reload, the ejector rod is correctly used to remove the last spent shell.&lt;br /&gt;
[[File:Becker shotgun.jpg|thumb|none|450px|Becker revolving shotgun - 16 gauge]]&lt;br /&gt;
[[File:Codvanbecker1.jpg|thumb|none|600px|A soldier blows a hole in the wall with his Becker shotgun in the Champion Hill mode. Vanguard will have microdestruction features similar to ''[[Rainbow Six Siege]]''.]]&lt;br /&gt;
[[File:CODV Becker pickup.jpg|thumb|none|600px|The initial pick-up animation shows the weapon being cocked by pulling the barrel forward.]]&lt;br /&gt;
[[File:CODV Becker idle.jpg|thumb|none|600px|The weapon in idle.]]&lt;br /&gt;
[[File:CODV Becker aiming.jpg|thumb|none|600px|Aiming while mounted.]]&lt;br /&gt;
[[File:CODV Becker reload1.jpg|thumb|none|600px|The ejector rod is used.]]&lt;br /&gt;
[[File:CODV Becker reload2.jpg|thumb|none|600px|Inserting a period-correct brass shell.]]&lt;br /&gt;
[[File:CODV Becker reload3.jpg|thumb|none|600px|Rotating the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears in the game as the &amp;quot;Auto-Loading Shotgun&amp;quot;. The empty reload animation features the &amp;quot;Speed-load&amp;quot; feature that the Auto-5 became famous for - with an empty shotgun and the bolt locked back, loading a shell into the magazine will immediately chamber the shell as soon as the operator removes their loading hand. However, this feature was introduced in 1953 with the 2-piece carrier. Any earlier examples will need to have the carrier button/bolt release button held down in order to load the magazine, and the &amp;quot;Speed-load&amp;quot; feature is not present before 1953, making this feature anachronistic. One of the attachments allows you to reload all 5 shells at once, making it far faster than the base reload.&lt;br /&gt;
[[File:RemingtonRiot11.jpg|thumb|none|450px|Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[Image:CODV auto 1.jpg|thumb|none|600px|The Auto 5 in the Alpha. All sight options appear to add a rear sight or optical sight directly onto the barrel. While this was sometimes done in reality, particularly for use with slugs, this has been mounted too far to the rear to allow the barrel to recoil with the action as is proper for long-recoil shotguns.]]&lt;br /&gt;
[[Image:CODV auto aiming.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:CODV auto 4.jpg|thumb|none|600px|Aiming with a &amp;quot;Mustang Mk. 8 Reflector&amp;quot; sight.]]&lt;br /&gt;
[[Image:CODV auto 3.jpg|thumb|none|600px|Reloading, not the users thumb clipping through the weapon.]]&lt;br /&gt;
[[Image:CODV auto 5.jpg|thumb|none|600px|A heavily modified Auto-5 with a choke, no stock, the same sight from above, a drum magazine and a foregrip.]]&lt;br /&gt;
[[Image:CODV auto 6.jpg|thumb|none|600px|Removing the drum magazien without pressing a release of any sort - this drum is the same as the [[Walther automatic shotgun|Walther toggle-action shotgun]] from ''[[Call of Duty: WWII#Walther Toggle-Action|WWII]]'' and it holds 10 shells.]]&lt;br /&gt;
[[Image:CODV auto 7.jpg|thumb|none|600px|Getting a good look at the open ejection port, note the foregrip is now more visible.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The Costa Rican contract [[Breda PG]] returns from ''WWII'' as the &amp;quot;ITRA Burst&amp;quot;. As of the Beta, it incorrectly uses 7.92x57mm ammunition.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk. I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk.I]] is seen in promotional media. It is also seen in the hands of British paratroopers as well.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:Codvanleeenfield1.jpg|thumb|none|600px|The Lee-Enfield in the hand of a British soldier as he hops off a tank in North Africa.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] rifle appears in the game. Unlike in ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]'', the rounds left on the stripper clip when reloading are tracked properly.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV Kar 1.jpg|thumb|none|600px|Drawing the rifle.]]&lt;br /&gt;
[[File:CODV Kar 2.jpg|thumb|none|600px|Idle with the Kar98 rifle.]]&lt;br /&gt;
[[File:CODV Kar 3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CODV Kar 4.jpg|thumb|none|600px|Working the bolt while aiming.]]&lt;br /&gt;
[[File:CODV Kar 5.jpg|thumb|none|600px|Reloading with a round left in the rifle results in your player character covering the breach to stop the round from being ejected. When performing an empty reload, the player character still does this, which should realistically result in there being a spent case at the bottom of the magazine, burned fingertips, and only 4 live rounds being loaded into the rifle.]]&lt;br /&gt;
[[File:CODV Kar 6.jpg|thumb|none|600px|Inserting shiny brass 7.92 Mauser rounds.]]&lt;br /&gt;
[[File:CODV Kar 7.jpg|thumb|none|600px|Although barely visible here, one round is left on the stripper clip.]]&lt;br /&gt;
[[File:CODV Kar 8.jpg|thumb|none|600px|Thanks to the shadows of Stalingrad, the full reload animation can barely be seen, however all five rounds have been pushed into the rifle here.]]&lt;br /&gt;
[[File:CODV Kar 9.jpg|thumb|none|600px|The stripper clip flies off into the shadows as the bolt is pushed forward.]]&lt;br /&gt;
[[File:CODV Kar 10.jpg|thumb|none|600px|A small goof occurs when reloading with less than 5 rounds in reserve -  four rounds are pushed into the rifle (which is all the player has available to them), but a fifth round remains on the stripper clip, visible in the player characters right hand.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
[[M1 Garand]] rifles are used by US marines in the reveal trailer. It appears in the Beta, classed as a marksman rifle.&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891/30==&lt;br /&gt;
The [[Mosin Nagant M1891/30]] appears in the game as the &amp;quot;3-Line Rifle&amp;quot;.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|450px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:CODV Mosin 1.jpg|thumb|none|600px|Lieutenant Petrova aims with the Mosin in the trailer. Notice the offset 4-Power NTC Kogaku scope which in a continuity error was a PEM scope in the previous scene showing the first-person perspective.]]&lt;br /&gt;
[[File:CODV Mosin 2.jpg|thumb|none|600px|The Mosin rifle on the ground.]]&lt;br /&gt;
[[File:CODV Mosin 3.jpg|thumb|none|600px|Equipping the rifle.]]&lt;br /&gt;
[[File:CODV Mosin 4.jpg|thumb|none|600px|The second half of the draw animation.]]&lt;br /&gt;
[[File:CODV Mosin 5.jpg|thumb|none|600px|Overlooking a courtyard with the Mosin rifle.]]&lt;br /&gt;
[[File:CODV Mosin 6.jpg|thumb|none|600px|Dual-rendered scopes return from previous COD games, as the character aims at German soldiers. The scope itself is a PEM scope with the same reticle as the Kar98k's sniper scope from ''[[Call of Duty: Modern Warfare (2019)|Call of Duty: Modern Warfare]]''.]]&lt;br /&gt;
[[File:CODV Mosin 7.jpg|thumb|none|600px|Reloading round by round.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] appears in the game as the &amp;quot;STG44&amp;quot;. It is used anachronistically in the campaign levels set in Stalingrad in August 1942 when in reality it was first issued in late 1943.&lt;br /&gt;
&lt;br /&gt;
Modifications include an extended drum magazine appears to be a heavily modified MG42 drum seemingly rechambered for the 7.92x33mm Kurz, which holds 45 rounds.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:Codultimate1.jpg|thumb|none|600px|A customized Sturmgewehr 44 appears as a pre-order bonus in the Task Force One pack for the Ultimate Edition of the game.]]&lt;br /&gt;
[[File:Codvanstg1.jpg|thumb|none|600px|First-person view of the StG44 being aimed, fitted with a fictionalized and miniaturized aircraft [[Talk:Call of Duty: Vanguard#Barr &amp;amp; Stroud Reflector Gun Sight Mk II|reflector gun sight Mk II]].]]&lt;br /&gt;
[[File:CODV stg 1.jpg|thumb|none|600px|Pilfering the StG-44 from a dead German in Stalingrad. Like in the first ''[[Call of Duty]]'' game, the StG 44 is featured in the Battle of Stalingrad where it was not used in reality. Also note the rather modern trigger discipline.]]&lt;br /&gt;
[[File:CODV stg 2.jpg|thumb|none|600px|Admiring the effects of a Molotov with the assault rifle.]]&lt;br /&gt;
[[File:CODV stg 3.jpg|thumb|none|600px|Aiming - the fire effects obfuscate the ironsights.]]&lt;br /&gt;
[[File:CODV stg 4.jpg|thumb|none|600px|And here the hitmarker gets in the way. But at least we can see the well-modelled fired casing flying out of the rifle.]]&lt;br /&gt;
[[File:CODV stg 5.jpg|thumb|none|600px|Removing an empty magazine. Tactical reloads are done with two magazines in one hand, similar to the [[AK-47]] reload in ''Modern Warfare''.]]&lt;br /&gt;
[[File:CODV stg 6.jpg|thumb|none|600px|Which goes flying through the air.]]&lt;br /&gt;
[[File:CODV stg 7.jpg|thumb|none|600px|And inserting a new one]]&lt;br /&gt;
[[File:CODV stg 8.jpg|thumb|none|600px|Pulling the charging handle all the way back, unlike Sledgehammer's last ''[[Call of Duty: WWII|WWII]]'' game.]]&lt;br /&gt;
&lt;br /&gt;
==Volkssturmgewehr==&lt;br /&gt;
The [[Volkssturmgewehr]] appears as the &amp;quot;Volk&amp;quot;.&lt;br /&gt;
[[Image:Volkssturmgewehr1-5.jpg|thumb|none|400px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Bren Gun==&lt;br /&gt;
A British soldier is seen holding a [[Bren gun]] in the trailer of the Stalingrad Demo Play-through. It appears in the Beta.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
A [[Charlton Automatic Rifle]] is fired by second lieutenant Riggs in the reveal trailer. It appears in the Beta as an assault rifle under the same &amp;quot;NZ-41&amp;quot; name it had in ''WWII''.  The standard-size 10-round SMLE magazine somehow holds TRIPLE the amount of ammunition.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|none|450px|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Codvancharlton1.jpg|thumb|none|600px|Riggs fires his Charlton while fighting in North Africa.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
The [[Degtyaryov DP-27]] appears in the game as the &amp;quot;DP27&amp;quot;. It has a noticeably higher rate of fire than the real weapon, and the pan magazine holds 63 rounds instead of 47. An upgraded version holds 105 rounds.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|400px|Degtyaryov DP-27/28 - 7.62x54mm R]]&lt;br /&gt;
[[File:CODV stg 2.jpg|thumb|none|600px|The Degtyaryov on the left.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] appears in the Alpha with a longer handguard by default, while the HUD has the correct handguard length. It is able to switch between full-auto (at a slow fire rate of 400 RPM) and semi-auto, which is incorrect: the real M1918A2's fire selector instead had a slow full-auto and fast full-auto option, while the earlier M1918 could switch between semi-auto and ''fast'' full-auto (500-650 RPM). A 30 round curved magazine is available, which supposedly fires .50 BMG rounds. In the Beta it is classed as an assault rifle.&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:Codvanbar1.jpg|thumb|none|600px|A soldier fires his BAR through some destroyed cover in the Champion Hill mode.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]], fitted with a drum, appears in the game. Said drum holds 125 rounds, which is incorrect, the MG42 had a 50 round drum. For some reason it lacks a muzzle in the multiplayer by default and more bizarrely the proper muzzle isn't available even as attachment.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|450px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODV MG42 1.jpg|thumb|none|600px|MG42 with drum magazine, used by a German soldier.]]&lt;br /&gt;
&lt;br /&gt;
==Type 96==&lt;br /&gt;
The [[Type 96 light machine gun|Type 96 LMG]] is briefly seen in the trailer.&lt;br /&gt;
[[File:Type96.jpg|thumb|none|450px|Type 96 Light Machine Gun (minus magazine) - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:Codvantype961.jpg|thumb|none|600px|A Type 96 is fired from a Japanese pillbox at American forces.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk. I==&lt;br /&gt;
A man-portable depiction of the [[Vickers|Vickers Mk. I]] is available in the game as a killstreak called the &amp;quot;Frankengun&amp;quot; in the Alpha and &amp;quot;Deathmachine&amp;quot; in the Beta. It has 100 rounds, which are explosive, as well as unusable AA sights.&lt;br /&gt;
[[File:Vickers gun.JPG|thumb|none|400px|Vickers Mk. I with ribbed water jacket - .303 British]]&lt;br /&gt;
[[File:Codvanvickers1.jpg|thumb|none|600px|Riggs hefts the Vickers gun. The depiction sports a chainsaw grip and belt box, similar to the [[MG08/15]] in [[Battlefield 1]].]]&lt;br /&gt;
[[File:Codvanvickers2.jpg|thumb|none|600px|Wreaking havoc with the Vickers. It appears to be loaded with explosive ammo given its destructive firepower.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
==Mk 2 Grenade==&lt;br /&gt;
American [[Mk 2 hand grenade]]s can be seen in the African section of the trailer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The [[Mk.V CN Gas Grenade]] appears as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
[[Model 24 Stielhandgranate]]s can be seen lying on the ground next to a German helmet in the teaser trailer.&lt;br /&gt;
[[Image:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
[[Mills Bomb]]s are carried by British paratroopers in the reveal trailer. They also appear in artwork for the Armour Plates field upgrade and the Warmachine field upgrade.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 Mk. 1==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade|No. 69 Mk. 1]] is seen in the Alpha as a stun grenade. The character throws it using only one hand in a rather tactical and too modern manner for the setting due to reusing ''Modern Warfare'' mechanics.&lt;br /&gt;
[[Image:69grenade.jpg|thumb|none|200px|No. 69 Mk. 1 High-Explosive hand grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 82 &amp;quot;Gammon Bomb&amp;quot;==&lt;br /&gt;
The [[Gammon Grenade|No. 82 Gammon Bomb]] appears as the &amp;quot;Impact Grenade&amp;quot; in the Alpha.&lt;br /&gt;
[[Image:Gammon.jpg|thumb|none|No. 82 Gammon Grenade]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] returns in the Alpha as the &amp;quot;Proximity Mine&amp;quot;, functioning like a [[M18 Claymore]] from other titles.&lt;br /&gt;
[[Image:SMine35.jpg|thumb|none|400px|S-Mine 35. Note the fuze is in the centre of the mine body; the later S-Mine 44's fuze was instead offset.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified smoke grenade==&lt;br /&gt;
Unidentified stun/smoke grenade is used by a British paratrooper in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
==Flammenwerfer 41==&lt;br /&gt;
The German [[Flammenwerfer 41]] is available as part of the &amp;quot;Flamenaut&amp;quot; streak, which also includes a heavy armoured suit like the &amp;quot;Flame Trooper&amp;quot; from ''[[Battlefield 1]]''. This suit obscures your vision but gives you much more health.&lt;br /&gt;
[[Image:Flammenwerfer 41.jpg|thumb|none|300px|Flammenwerfer mit Strahlpatrone 41]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
An [[M2 Flamethrower]] is seen in on a table in the buy round of the &amp;quot;Champion Hill&amp;quot; mode.&lt;br /&gt;
[[Image:M2-2FlameAth.jpg|thumb|none|300px|M2-2 flamethrower]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears in the beta.&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|400px|M1 Bazooka - 2.36 inch]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears in the beta.&lt;br /&gt;
[[Image:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Warmachine&amp;quot;==&lt;br /&gt;
The &amp;quot;Warmachine&amp;quot; killstreak appears to be some sort of cannon that fires impact-detonated grenades.&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
A German Stuka dive bomber in the trailer can be seen with two 3.7 cm ''Bordkanonen''.&lt;br /&gt;
[[File:Bordkanone 3,7.jpg|thumb|none|400px|Bordkanone 3,7 - 37mm]]&lt;br /&gt;
[[File:Codvanstuka1.jpg|thumb|none|600px|A Stuka flies overhead, revealing its cannon pods. The lack of dive brakes indicates that this is a Ju 87G-1 variant; these variants of the Stuka would only see production at some point after January 1943, making it anachronistic to the Stalingrad setting as depicted in the gameplay reveal.]]&lt;br /&gt;
&lt;br /&gt;
==3 Inch/50 Mark 2 Model 4==&lt;br /&gt;
The stranded American navy cargo ship has several 3 Inch/50 Mark 2 Model 4 deck guns.&lt;br /&gt;
&lt;br /&gt;
==15 cm TbtsK C/36 naval gun==&lt;br /&gt;
What appears to be a German 15 cm TbtsK C/36 naval gun is seen during the trailer.&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is seen mounted in British Crusader Tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
M4 Sherman tanks have hull-mounted [[Browning M1919A4]] machine guns.&lt;br /&gt;
[[Image:M1919A4 pintle.jpg|thumb|400px|none|Browning M1919A4 on an M31C pedestal mount - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
[[Browning M2]] machine guns appear multiple times throughout the trailer, on Douglas SBD Dauntless dive bombers and a Sherman tank in the Pacific.&lt;br /&gt;
[[File:M2 aircraft flexible.jpg|thumb|none|400px|Browning M2 Aircraft, Flexible - .50 BMG]]&lt;br /&gt;
[[File:Codvanbrowning1.jpg|thumb|none|600px|A tail gunner fires his twin Browning M2 machine guns at attacking Zero fighters.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
A Soviet T-34/85 with a hull-mounted [[Degtyaryov DT]] is seen during the Stalingrad Demo Play-through. It is worth mentioning that this model is anachronistic for the Stalingrad scenario; the earlier T-34/76 would be more correct.&lt;br /&gt;
[[Image:DT tank machine gun TBiU 11.jpg|thumb|none|400px|Degtyaryov DT - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==MG 13==&lt;br /&gt;
An [[MG13]] machine gun is mounted on an Sd.Kfz. 231 armored car in the reveal trailer.&lt;br /&gt;
[[File:MG13.jpg|thumb|none|400px|Dreyse MG13 - 7.92x57 Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks in the reveal trailer.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] is mounted in the nose of Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:Mg81-2.jpg|thumb|none|400px|MG 81 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG131==&lt;br /&gt;
The [[MG131]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[Image:MG 131.jpg|thumb|none|400px|MG131 - 13x64mm B]]&lt;br /&gt;
&lt;br /&gt;
==MG151==&lt;br /&gt;
The [[MG 151 cannon]] is mounted in the Heinkel He 177 Greif bombers seen in the reveal trailer and the Warzone event.&lt;br /&gt;
[[File:MG-151.jpg|thumb|none|400px|MG 151/20 Cannon - 20x82mm]]&lt;br /&gt;
&lt;br /&gt;
==Type 10 120mm Dual-Purpose Gun==&lt;br /&gt;
Japanese aircraft carrier ''Akagi'' has several Type 10 120mm Dual-Purpose Guns.&lt;br /&gt;
[[Image:Type10Cannon.jpg|thumb|none|400px|Damaged Japanese Type 10 dual-purpose gun on Guam - 120mm]]&lt;br /&gt;
&lt;br /&gt;
==Type 89 12.7 cm/40 naval gun==&lt;br /&gt;
A heavy Japanese Anti-air gun is mounted on the &amp;quot;Gavutu&amp;quot; map which is a Type 89 12.7 cm/40 naval gun.&lt;br /&gt;
[[File:Type89navalgun.jpg|thumb|400px|none|Twin Type 89 12.7 cm/40  naval gun mounting at Balikpapan, Borneo.]]&lt;br /&gt;
&lt;br /&gt;
==Type 96 25 mm AT/AA Gun==&lt;br /&gt;
A [[Type 96 25 mm AT/AA Gun]] is fired by Japanese soldiers in the reveal trailer.&lt;br /&gt;
[[File:Type 96 25mm twin.jpg|thumb|300px|none|Type 96 twin AA mounting - 25x163mm]]&lt;br /&gt;
[[File:Codvantype96aa1.jpg|thumb|none|600px|The Type 96 AA gun firing at American warplanes in the Pacific.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Aircraft Machine Gun==&lt;br /&gt;
The [[Vickers#Type_97_Aircraft_Machine_Gun|Type 97 Aircraft Machine Gun]] is the nose-mounted MG of Japanese Mitsubishi A6M &amp;quot;Zero&amp;quot; fighters.&lt;br /&gt;
[[Image:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Cannon==&lt;br /&gt;
The &amp;quot;Zeros&amp;quot; are also armed with two wing-mounted [[Type 99 cannon]]s.&lt;br /&gt;
[[Image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Type 99 cannon aircraft variants, top an earlier Type 99 Mark 1 Model 3 - 20x72mm RB, bottom a later Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==M2 Mortar==&lt;br /&gt;
The [[M2 Mortar]] is present as the &amp;quot;Mortar Barrage&amp;quot; killstreak.&lt;br /&gt;
[[File:CODV Mortar Menu.jpg|thumb|none|600px|The mortar in the menu.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Counter-Strike:_Global_Offensive&amp;diff=1435756</id>
		<title>Counter-Strike: Global Offensive</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Counter-Strike:_Global_Offensive&amp;diff=1435756"/>
		<updated>2021-08-08T17:29:10Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Smith &amp;amp; Wesson Model 327 R8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Counter-Strike: Global Offensive&lt;br /&gt;
|picture = Counter Strike Global Offensive Box Art.jpg&lt;br /&gt;
|caption =  ''Official Box Art''&lt;br /&gt;
|series= [[Counter Strike (disambiguation)|Counter-Strike]]&lt;br /&gt;
|date= 2012&lt;br /&gt;
|developer=Valve Corporation&amp;lt;br&amp;gt;Hidden Path Entertainment&lt;br /&gt;
|platforms=Microsoft Windows&amp;lt;br&amp;gt;&lt;br /&gt;
Mac OS X&amp;lt;br&amp;gt;&lt;br /&gt;
PlayStation 3&amp;lt;br&amp;gt;&lt;br /&gt;
Xbox 360&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher= Valve Corporation&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Counter-Strike: Global Offensive''''' (also known as ''CS:GO'') is the latest installment of the ''Counter-Strike'' series, released in 2012. The game was developed by Valve Software and Hidden Path Entertainment for the PC, Xbox 360, PlayStation 3 and Mac OS X. The ''Counter-Strike'' series's classic multiplayer gameplay had its first notable changes in CSGO with the addition of fully-fledged new weapons.&lt;br /&gt;
&lt;br /&gt;
Unlike previous ''Counter-Strike'' games, all weapons are no longer mirrored when using right-handed view, though they can be mirrored for left-handed view if the player desires.&lt;br /&gt;
&lt;br /&gt;
Third-person reload animations in ''Global Offensive'' are low-detail animations that frequently reuse the same motions. Fired rounds ejected during the firing animation and empty magazines dropped during the reload animation are physics objects that bounce on surfaces, and are visible in both first and third person.&lt;br /&gt;
&lt;br /&gt;
Unlike earlier games, weapons and equipment equipped by a player can be seen on the player's model in third person. Pistols are carried in leg holsters or tucked into the back of the player character's pants for Terrorists, long guns are carried on the player character's back, CTs have SMGs hung in front of their chest, and grenades are visible on the player characters' belts.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in Counter-Strike: Global Offensive:'''&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;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2000==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2000]], known in-game simply as the &amp;quot;P2000&amp;quot;, is the default starting pistol for Counter-Terrorists; it was originally the only starting CT pistol, but the August 14, 2013 patch re-added the [[USP]] as an alternate option. With a correct 13-round magazine capacity, a decent fire-rate, manageable recoil, and workable damage, the P2000 is serviceable early on, but loses effectiveness in later rounds due to its poor performance against armor. It costs $200, though its status as a default starting pistol renders this a bit of a moot point.&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the weapon in-game is modeled after (and marked as) the 9x19mm Parabellum-chambered variant, but the game's files instead code it to use .357 SIG; since ''Global Offensive'', unlike prior ''CS'' titles, doesn't require players to buy ammo or allow sharing of reserves between primaries and secondaries, this isn't visible in any way in-game.&lt;br /&gt;
[[File:P2000_9.jpg|thumb|none|350px|Heckler &amp;amp; Koch P2000 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO P2000 Inspection.jpg|thumb|none|600px|Examining the P2000's model in the inventory model viewer.]]&lt;br /&gt;
[[File:CSGO P2000 Drawing.jpg|thumb|none|600px|On a lovely day in the Venetian canals of, well, de_canals, a counter-terrorist draws his P2000.]]&lt;br /&gt;
[[File:CSGO P2000.jpg|thumb|none|600px|He then pauses for a moment to admire the loosely-scattered wooden boat-tying posts that form the map's completely impenetrable outer boundary...]]&lt;br /&gt;
[[File:CSGO P2000 Left.jpg|thumb|none|600px|...before switching his admiration to the left side of the pistol. Note that the &amp;quot;HK / P2000&amp;quot; logo on the grip has been replaced with a stylized &amp;quot;P / 2000&amp;quot;.]]&lt;br /&gt;
[[File:CSGO P2000 Right.jpg|thumb|none|600px|The P2000's opposite side, which looks about the same as the left. Including the operator's complete lack of trigger discipline. Note that the right-side cutout for the ejection port is filled in for some reason.]]&lt;br /&gt;
[[File:CSGO P2000 Firing.jpg|thumb|none|600px|Taking some potshots at passing fish.]]&lt;br /&gt;
[[File:CSGO P2000 Ejecting.jpg|thumb|none|600px|Dumping out an empty magazine...]]&lt;br /&gt;
[[File:CSGO P2000 Reloading.jpg|thumb|none|600px|...inserting a new one...]]&lt;br /&gt;
[[File:CSGO P2000 Racking.jpg|thumb|none|600px|...and giving the for-some-reason-not-locked-back slide a solid yank. This same routine is used by several of the game's other handguns.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26/17 Hybrid==&lt;br /&gt;
A hybrid of [[Glock]] pistols, based largely on a [[Glock 26]] frame, but with the full-length slide (and corresponding full-length slide rails) of a [[Glock 17]], appears as the &amp;quot;[[Glock 18|Glock-18]]&amp;quot; (which, given its lack of a selector switch, is rather wide of the mark); given these features, it appears to be a reworked version of the Glock seen in ''[[Left 4 Dead 2]]''. It serves as the Terrorists' default sidearm, featuring both semi-auto and incorrect 3-round burst firemodes, a somewhat absurd 20-round capacity, a largely-irrelevant $200 price tag (since one is given to the player at the start of any round wherein they don't have another sidearm), a decent fire rate (400 RPM max in semi-auto, or 1,200 RPM in bursts with noticeable delays in between), low weight, and manageable recoil, at the cost of somewhat low damage per shot, low accuracy, and downright abysmal performance against armor, making it a poor choice for later rounds. Inspecting the Glock also shows that its magazine release is not modeled.&lt;br /&gt;
[[File:Glock 26.jpg‎|thumb|none|350px|Glock 26 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO Glock Inspection.jpg|thumb|none|600px|Stick 'em together, and you wind up with this. You also apparently wind up with several years' worth of heavy use retroactively applied to it, if the scratches and wear marks are any indication.]]&lt;br /&gt;
[[File:CSGO Glock Drawing.jpg|thumb|none|600px|Thanks to some, shall we say, ''nonstandard'' applications of the developer console, a Terrorist finds himself standing in the Flying Scoutsman-exclusive map ar_dizzy with a freshly-acquired Glock, and gives its slide a rack on the draw to make sure it's real.]]&lt;br /&gt;
[[File:CSGO Glock.jpg|thumb|none|600px|Pausing for a moment, he soon sees that he's standing on a bundle of I-beams suspended by a tower crane, and begins to realize where the map got its name from.]]&lt;br /&gt;
[[File:CSGO Glock Left.jpg|thumb|none|600px|Trying to shift his focus away from his current predicament while waiting for someone to help get him down, the terrorist takes a look at his Glock. The markings on the slide read &amp;quot;18&amp;quot;, &amp;quot;AUSTRIA&amp;quot;, and &amp;quot;9x19&amp;quot;; while it'd make sense for the Glock logo to be absent (i.e. for copyright reasons), this doesn't quite line up with the company name being directly applied to the pistol in-game.]]&lt;br /&gt;
[[File:CSGO Glock Right.jpg|thumb|none|600px|The right side, which is totally devoid of any markings. Note the rounded end of the slide, another holdover from ''L4D2''; interestingly, Glock would soon offer round-ended slides rather like this one on their 5th Generation pistols, 5 years after the release of ''Global Offensive'', and eight years after this model's actual creation. Also note that it has an ambidextrous slide release, another feature of the 5th Generation Glocks.]]&lt;br /&gt;
[[File:CSGO Glock Firing.jpg|thumb|none|600px|Giving up on any chance of rescue, the terrorist makes a vain attempt to end it all, before belatedly realizing that the cables holding this bundle of beams up aren't actually solid or shootable.]]&lt;br /&gt;
[[File:CSGO Glock Burst.jpg|thumb|none|600px|He then vents some of his anger with a 3-round burst, directed at the cruel being that's keeping him in this unending prison. Due to the way that ''CSGO'''s recoil mechanics work, the rather substantial delay between bursts, and the Glock's somewhat poor damage (''especially'' against armored enemies), the burst function serves little practical purpose, and is rarely used in-game.]]&lt;br /&gt;
[[File:CSGO Glock Ejecting.jpg|thumb|none|600px|Dumping out an empty magazine with a visibly-animated push of a visibly-nonexistent mag release button.]]&lt;br /&gt;
[[File:CSGO Glock Reloading.jpg|thumb|none|600px|Sliding in a new one. Even if the magazine contained any actual ammunition, there's no way short of reality-bending that it could fit 20 rounds of 9x19.]]&lt;br /&gt;
[[File:CSGO Glock Racking.jpg|thumb|none|600px|Racking the for-some-reason-not-locked-back slide, and getting back to pondering different methods of escape.]]&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer P250 Compact ==&lt;br /&gt;
Replacing the [[SIG-Sauer P228]] from prior titles, the early model of the [[SIG-Sauer P250#SIG P250 Compact|SIG-Sauer P250 Compact]] (though technically the current model at the time of the game's release) can be purchased by both teams, costing $500. It holds 13 rounds, and has slightly better damage and armor penetration stats than the default pistols, though it only has 2 spare magazines in reserve, and has slightly worse accuracy and stronger recoil than either team's default choices. It is coded to use .357 SIG ammunition, though the P250 Compact isn't available in this caliber, and the cases that the weapon ejects are straight-walled (unlike the .357 SIG round's bottlenecked cases), suggesting that it's chambered in .40 S&amp;amp;W; as mentioned before, since ammo can no longer be purchased, this inaccuracy isn't visible during gameplay.&lt;br /&gt;
[[File:EarlyP250Compact .jpg|thumb|none|350px|Early Model SIG-Sauer P250 Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:CSGO P250 Inspection.jpg|thumb|none|600px|The P250 Compact in the game's model viewer. One of the game's less beaten-up weapons, all things considered.]]&lt;br /&gt;
[[File:CSGO P250.jpg|thumb|none|600px|A terrorist holding a P250 on cs_office, awaiting the arrival of the dreaded Alphabet Boys. The hammer used to be cocked at all times, though this was later updated to correctly reflect the P250's DAO behavior.]]&lt;br /&gt;
[[File:CSGO P250 Left.jpg|thumb|none|600px|Inspecting the pistol; note the deep-cut dust cover, checkering on the front and back of the grip, round-edged thumb relief cuts, and smooth magazine grasping cutouts in the magazine well, all of which peg this as an early model.]]&lt;br /&gt;
[[File:CSGO P250 Right.jpg|thumb|none|600px|Which makes sense, since there was no later model back in 2012.]]&lt;br /&gt;
[[File:CSGO P250 Firing.jpg|thumb|none|600px|Shooting at a computer out of boredom; note the straight-walled casing, at odds with the game files' claim that the weapon uses .357 SIG.]]&lt;br /&gt;
[[File:CSGO P250 Reloading.jpg|thumb|none|600px|Swapping one empty magazine for another...]]&lt;br /&gt;
[[File:CSGO P250 Racking.jpg|thumb|none|600px|...and then racking the slide.]]&lt;br /&gt;
[[File:CSGO P250 Drawing.jpg|thumb|none|600px|Practicing some quickdraws, somehow not ejecting another round each time the slide is racked.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 327 R8 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 327 R8]] was added with the 2015 Winter Update, named the &amp;quot;R8 Revolver&amp;quot;; it can be selected as an alternative to the Desert Eagle for either team, and costs $600. It can be fired in either double-action or single-action mode with rather unrealistic properties, the latter being much faster than the former but also less accurate, as the weapon has an incredibly long trigger pull in double-action (it takes .42 seconds to fire), and the hammer is fanned in single-action. It was also, prior to being patched, insanely powerful for a .357 Magnum revolver.  Its base damage of 115 allowed it to one-shot an enemy anywhere in the body at up to ludicrous ranges (for perspective, maximum one-body range was from Terrorist spawn to the double doors next to CT spawn on de_dust2), something that the .50AE Desert Eagle is incapable of - even stranger is that the game files claim the R8 is firing the same rounds as the Desert Eagle.  The weapon has since been patched such that its base damage has been lowered (115 -&amp;gt; 75).&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center R8 - .357 Magnum]]&lt;br /&gt;
[[File:CSGO R8 Inspection.jpg|thumb|none|600px|Inspecting the R8's model.]]&lt;br /&gt;
[[File:CSGO-R8Spin.jpg|thumb|none|600px|The R8 has two draw animations; the most common one has the player character, as natural for a video game revolver, spinning the weapon around his trigger finger before flicking the cylinder closed.]]&lt;br /&gt;
[[File:CSGO-R8.jpg|thumb|none|600px|Holding the R8. Note the rail above the barrel, which is high enough that it blocks the iron sights.]]&lt;br /&gt;
[[File:CSGO-R8Primary.jpg|thumb|none|600px|Primary fire has the character operate his R8 in double action, requiring the player to hold the mouse button down. The hammer cocks back and cylinder rotates before firing; this allows for greater accuracy than normal, in return for slowing the player down while the hammer is pulled back.]]&lt;br /&gt;
[[File:CSGO-R8Secondary.jpg|thumb|none|600px|Secondary fire has the character rapidly cock and shoot his R8, with decreased accuracy and still firing slower than the Desert Eagle can manage. Note that the hammer has yet to strike the firing pin, yet the weapon is already in full recoil.]]&lt;br /&gt;
[[File:CSGO-R8Idle.jpg|thumb|none|600px|Inspection, again befitting a revolver in a video game, has the player twirl it once, admire the left then right sides, before twirling it again. Note the unusable LAM on the underbarrel rail.]]&lt;br /&gt;
[[File:CSGO-R8Reload.jpg|thumb|none|600px|Reloading has the character correctly operate the extractor to dump the never fired rounds. Despite everything else, at this point he actually uses a speedloader to load new rounds and then pushes the cylinder back into place with his off hand.]]&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
A [[FN Five-seveN USG]] with adjustable target sights (no longer in production, though it was the current model when the game was released) is featured in-game, known as the &amp;quot;Five-SeveN&amp;quot;. It doesn't do much damage, and its accuracy when firing rapidly is rather poor; however, it is quite accurate when firing individual shots or short bursts, not to mention its second-best-in-class capacity (an appropriate 20 rounds) and high effectiveness against armor, all for just $500. Prior to January 23, 2013, the Five-seveN was usable by both teams, but the patch made it once again a CT exclusive. While its damage is still nothing to write home about, the Five-seveN in ''GO'' is noticeably more powerful than its past incarnations; it can even score one-shot headshot kills against helmeted enemies at close range, as opposed to the Five-seveN in prior ''[[Counter-Strike]]'' games, which couldn't even one-shot unhelmeted enemies point-blank.&lt;br /&gt;
[[File:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN USG - 5.7x28mm]]&lt;br /&gt;
[[File:CSGO 57 Inspection.jpg|thumb|none|600px|The FN Five-seveN in the inventory model viewer. One of the less worn weapons in ''Global Offensive'', all things considered.]]&lt;br /&gt;
[[File:CSGO 57 Drawing.jpg|thumb|none|600px|While enjoying some private time in one of de_safehouse's bathrooms, a SWAT operative hears a noise, and draws his Five-seveN.]]&lt;br /&gt;
[[File:CSGO 57.jpg|thumb|none|600px|Panicked and cornered, he holds his pistol on the door. You can't exactly see it in a still image, but trust me, he's trembling right now.]]&lt;br /&gt;
[[File:CSGO 57 Left.jpg|thumb|none|600px|Figuring that it was just his imagination, the SWAT operative relaxes, and admires his Five-seveN.]]&lt;br /&gt;
[[File:CSGO 57 Right.jpg|thumb|none|600px|Or maybe just pretends to be a gangsta.]]&lt;br /&gt;
[[File:CSGO 57 Firing.jpg|thumb|none|600px|Hearing another, significantly closer noise, the operative fires blindly through the door at &amp;lt;s&amp;gt;an old issue of ''Birds and Blooms'' falling off of the toilet behind him&amp;lt;/s&amp;gt; an invisible, unknowable threat. Note the hole; wooden doors in ''CS:GO'' can be gradually totally destroyed by gunfire, melee attacks, explosions, and fire. The ejected cases are also incorrectly straight-walled; the 5.7x28mm round used by the Five-seveN is long, narrow, and bottlenecked.]]&lt;br /&gt;
[[File:CSGO 57 Ejecting.jpg|thumb|none|600px|Realizing that he's going to need a full mag to deal with the inevitable onslaught of jokes from his peers that he'll catch for this, the now egg-faced SWAT member dumps out an old empty magazine...]]&lt;br /&gt;
[[File:CSGO 57 Reloading.jpg|thumb|none|600px|...shoves in a new empty magazine...]]&lt;br /&gt;
[[File:CSGO 57 Racking.jpg|thumb|none|600px|...and racks the slide.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
An [[IMI Desert Eagle Mark XIX]] is included in ''CS:GO'', known simply as the &amp;quot;Desert Eagle&amp;quot;. As in prior titles, it serves as the most powerful and accurate sidearm available, but with a low capacity (7 rounds, correct for the non-fluted .50 AE variant of the pistol), heavy recoil, rather substantial weight (i.e. movement speed penalty), and the highest price of any pistol in the game, at $700. Like the [[Glock]], its model is a modified version of the one from ''[[Left 4 Dead 2]]''; it initially used a texture with a dusty, worn look, though the Arms Deal update gave it a cleaner chrome finish.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:CSGO Deagle Inspection.jpg|thumb|none|600px|The Desert Eagle in the inventory model viewer; this is one of the few weapons in the game with non-obfuscated trademarks; aside from the misspelling of &amp;quot;RESEARCH&amp;quot; as &amp;quot;RESEARGH&amp;quot;.]]&lt;br /&gt;
[[File:CSGO Deagle Drawing.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', an FBI SWAT operative draws his Desert Eagle. Like prior games, the draw animation is a flashy spin, an animation which causes some blink-and-you'll-miss-it clipping between the gun and the user's hand, as seen here. At the release of the game, the draw was a slide-rack identical to the other pistols, but the spin was reintroduced for nostalgic value.]]&lt;br /&gt;
[[File:CSGO Deagle.jpg|thumb|none|600px|The Desert Eagle's standard idle pose, which shows off the curiously flat-black firing pin.]]&lt;br /&gt;
[[File:CSGO Deagle Right.jpg|thumb|none|600px|The standard inspection animation is another flashy affair, starting with a spin to show off the right side. Note the black dot at the front of the trigger guard, the black line above the player character's right hand, and the mirror-written slide markings; these are all by-products of the weapon's texture being mirrored along its centerline.]]&lt;br /&gt;
[[File:CSGO Deagle Left.jpg|thumb|none|600px|This is followed by another spin to view the better-textured left side. Note the underbarrel rail (a feature which wasn't available at the time of ''CS:GO'''s release, though IMI would later make it a factory option); in ''L4D2'', this was used to mount a flashlight, though the only purpose it serves here is to mount a &amp;quot;StatTrak&amp;quot; (digital kill-counter) module to some skinned versions.]]&lt;br /&gt;
[[File:CSGO Deagle Sideways.jpg|thumb|none|600px|Interestingly, the Desert Eagle (or &amp;quot;Deagle&amp;quot;, as many players like to call it) later received a secondary inspection animation; this consists simply of a whole bunch of spinning, first forwards, then backwards, then sideways (as seen here), then backwards again, before finally being returned to a standstill.]]&lt;br /&gt;
[[File:CSGO Deagle Spinning.jpg|thumb|none|600px|As evidenced by the missing textures on the bottom of the slide, the pistol clearly wasn't designed with this amount of twirling in mind.]]&lt;br /&gt;
[[File:CSGO Deagle Firing.jpg|thumb|none|600px|Finally ceasing his gun-spinning antics, the FBI operative decides to practice his &amp;quot;One-Deag&amp;quot; skills on the windows of de_lake's house. The pistol jumps rather sharply when fired, though apparently nobody has bothered to notify the muzzle flash of this fact.]]&lt;br /&gt;
[[File:CSGO Deagle Locking.jpg|thumb|none|600px|Like the dual-wielded [[Beretta M9A1]]s, the Desert Eagle has a special firing animation for the last round in the magazine (wherein the slide stays open instead of returning to battery...]]&lt;br /&gt;
[[File:CSGO Deagle Reloading.jpg|thumb|none|600px|...though, considering how the pistol automatically starts a fixed reload animation wherein the slide goes forward and the hammer decocks itself for some reason, it's not particularly clear why. This shot also shows off the complete lack of actual ammunition in the supposedly-full new magazine.]]&lt;br /&gt;
[[File:CSGO Deagle Racking.jpg|thumb|none|600px|Concluding the reload animation with a dramatic rack of the slide, the inside of which also appears to be missing some textures.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A1==&lt;br /&gt;
Dual [[Beretta M9A1]] Inox handguns with wood grips, referred to as &amp;quot;Dual Berettas&amp;quot;, are a buyable sidearm choice, replacing the dual-wielded [[Beretta 92G Elite II]]s from prior titles; unlike said titles, they are now available to both sides, rather than being exclusive to the Terrorists. Surprisingly cheap for a pair of handguns (only $400 in total, which makes each gun the same price as each side's starting pistols), the Dual Berettas offer decent damage, low recoil, a relatively high rate of fire, and the best magazine capacity of any sidearm in the game (for obvious reasons), at the cost of poor armor penetration, low damage at range, and poor accuracy and reload speed (again, for obvious reasons).&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|none|350px|Beretta M9A1- 9x19mm Parabellum. The pistols seen in-game are Inox models with wood grips, but are otherwise the same as seen here.]]&lt;br /&gt;
[[File:Beretta 92FS Inox wood grips.jpg|thumb|none|350px|Beretta 92FS Inox with wood grips (US made gun with black controls), for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO M9A1 Inspection.jpg|thumb|none|600px|The Berettas' collective model in the viewer. At full size, the slide markings can be read; in spite of the appropriate name, they read &amp;quot;PIETA BARDOTTA&amp;quot; instead of &amp;quot;PIETRO BERETTA&amp;quot;. Next to this is &amp;quot;GORDON F&amp;quot; instead of &amp;quot;GARDONE V.T.&amp;quot;, a rather obvious allusion to the ''[[Half-Life]]'' series.]]&lt;br /&gt;
[[File:CSGO M9A1 Drawing.jpg|thumb|none|600px|Rounding a corner on cs_italy, a separatist draws his pistols, preparing for a spectacular [[John Woo]]-esque shootout...]]&lt;br /&gt;
[[File:CSGO M9A1.jpg|thumb|none|600px|...only to find absolutely nobody. Note that, despite the draw animation being focused entirely around cocking the pistols' hammers (the only slide-possessing sidearm other than the [[Desert Eagle]] to not be racked when drawn), their hammers aren't actually fully cocked; this is approximately the half-cock position. Also note that the left pistol is closer to the center than the right pistol is; this is a result of viewmodel alingments for other weapons. Using console commands, one can set the x-axis shift of the viewmodel to 0, resulting in symmetrically held dual pistols as is common in games.]]&lt;br /&gt;
[[File:CSGO M9A1 Outside.jpg|thumb|none|600px|Inspecting the pistols is a rather involved affair: it starts out with a look at the left side of the left gun and the right side of the right one...]]&lt;br /&gt;
[[File:CSGO M9A1 Inside.jpg|thumb|none|600px|...then the right side of the left and the left side of the right...]]&lt;br /&gt;
[[File:CSGO M9A1 Tap.jpg|thumb|none|600px|...followed by a quick pair of muzzle-to-muzzle kisses...]]&lt;br /&gt;
[[File:CSGO M9A1 Spinning.jpg|thumb|none|600px|...and, finally, a satisfying twirl. Perhaps a nod to the flashy animations of the Dual Elites [[Counter-Strike#Beretta 92G Elite II|from]] [[Counter-Strike: Condition Zero#Beretta 92G Elite II|earlier]] [[Counter-Strike: Source#Beretta 92G Elite II|games]].]]&lt;br /&gt;
[[File:CSGO M9A1 Firing.jpg|thumb|none|600px|Firing off some rounds at a wall. Note that the pistols are actually animated independently of each other; here, the left one's slide is returning to battery, while the right one's slide is just beginning to open.]]&lt;br /&gt;
[[File:CSGO M9A1 Locked.jpg|thumb|none|600px|Interestingly, if only one round remains in the pistols' magazines, the left one will lock open (since it always fires first), as seen here. Meanwhile, a conveniently-placed chicken conspires to make this whole ordeal look substantially more questionable.]]&lt;br /&gt;
[[File:CSGO M9A1 Reloading Left.jpg|thumb|none|600px|Not that this stops them both from locking open the instant a reload starts, regardless of how many rounds remained in either pistol prior. And equally regardless of the fact that the left pistol's magazine is empty.]]&lt;br /&gt;
[[File:CSGO M9A1 Reloading Right.jpg|thumb|none|600px|Reloading the right gun, which prompts the separatist to put 2 fingers in its trigger guard, behind the trigger. A valiant attempt has been made to make this magazine look loaded, but a still shot like this gives away the fact that the round at the top is just a texture.]]&lt;br /&gt;
[[File:CSGO M9A1 Releasing.jpg|thumb|none|600px|The routine concludes with the releasing of both slides, a process which apparently doesn't require the use of either pistol's slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec TEC-9]] is one of ''Global Offensive'''s new sidearms, serving as the Terrorists' counterpart to the CTs' [[FN Five-seveN]]; unlike its depictions in most media, the TEC-9 in ''CS:GO'' is correctly shown as semi-auto. Costing $500, it holds 18 rounds in the magazine (not a normal capacity for the TEC-9; the closest one could get would be a 20-rounder deliberately underloaded with 18 rounds, though the in-game model is a 32-rounder). The weapon originally boasted a very generous 32 round capacity, low recoil, and high accuracy when moving, making the weapon perfect for spamming; it was later rebalanced to reward accuracy, with surprisingly good first-shot accuracy, rather bouncy recoil, the ability to kill helmeted enemies in a single headshot, and the aforementioned capacity alteration.&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO TEC-9 Inspection.jpg|thumb|none|600px|Inspecting the TEC-9's (or, as it's known in game, the &amp;quot;Tec-9&amp;quot;'s) model. Note that the markings denote it as being made by &amp;quot;INFRATOC&amp;quot;; it's not exactly clear why, since Intratec went out of business in 2001.]]&lt;br /&gt;
[[File:CSGO TEC-9 Drawing.jpg|thumb|none|600px|Upon seeing a suspicious van, a local street ruffian on de_stmarc draws his TEC-9 with a quick pull of the bolt. Or rather, a pull of the bolt handle; the actual bolt itself apparently hasn't gotten on board with the idea.]]&lt;br /&gt;
[[File:CSGO TEC-9.jpg|thumb|none|600px|Realizing that the van can't be going about a drive-by because it isn't driving, the guttersnipe relaxes...]]&lt;br /&gt;
[[File:CSGO TEC-9 Firing.jpg|thumb|none|600px|...before then realizing that there could still be rival gangsters in the van, and letting his paranoia get the better of him.]]&lt;br /&gt;
[[File:CSGO TEC-9 Removing.jpg|thumb|none|600px|Satisfied with his 12-shot handiwork, the street urchin reloads. Note that the magazine release is correctly pushed; it even moves forward as it's pushed.]]&lt;br /&gt;
[[File:CSGO TEC-9 Reloading.jpg|thumb|none|600px|Unfortunately, not all is well, as the fresh magazine is still empty. Early on, a bug made the entire portion of the mag normally hidden by the magazine well flat black, though this was later fixed.]]&lt;br /&gt;
[[File:CSGO TEC-9 Charging.jpg|thumb|none|600px|Finishing off the reload with a sharp yank of the charging handle; once again, the bolt isn't being particularly cooperative.]]&lt;br /&gt;
[[File:CSGO TEC-9 Right.jpg|thumb|none|600px|Growing restless, the scapegrace examines the insolent bolt. The bolt responds by pointing out the inherent hypocrisy in a hoodlum such as himself making such an accusation.]]&lt;br /&gt;
[[File:CSGO TEC-9 Left.jpg|thumb|none|600px|Lacking a proper response, the delinquent sulks, flipping the bolt away from himself to look at the equally-illegitimate markings.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP#Heckler &amp;amp; Koch USP Tactical|Heckler &amp;amp; Koch USP Tactical]] was added in the August 14, 2013 patch as the &amp;quot;USP-S&amp;quot;, and is an optional replacement for the [[Heckler &amp;amp; Koch P2000|P2000]], being a successor to the suppressed USP from previous ''CS'' games (upon its initial introduction, it even re-used ''[[Counter Strike: Source|CS:S]]'''s USP's sounds). Compared to the P2000, the USP has one less round per magazine (12 instead of 13) and only 2 magazines in reserve, but is more accurate, and comes with the obvious benefits of using a suppressor; beyond these attributes, the two pistols are nearly identical (including damage and armor penetration, despite the rather significant caliber difference between the two). Using the alternate fire key will remove or attach the suppressor; there is little point to doing this, since unlike previous titles the suppressor doesn't decrease the weapon's damage, and removing it increases recoil and decreases accuracy, making it directly inferior to the P2000.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:CSGO USP Inspection.jpg|thumb|none|600px|Inspecting the USP Tactical's model.]]&lt;br /&gt;
[[File:CSGO USP Drawing.jpg|thumb|none|600px|Looking out over a rather battle-scarred baggage sorting area, a concerned GSG-9 operative draws his USP; the rather obvious lack of a chambered round probably doesn't help ease his nerves.]]&lt;br /&gt;
[[File:CSGO USP.jpg|thumb|none|600px|Idling with the pistol; note the strangely thin, tall front sight blade and near-nonexistent rear sigh notch. Also note that the hammer is never cocked in first-person, despite both the third-person model and the HUD icon correctly showing it cocked. Well, it's not like it's the only inconsistency in this section...]]&lt;br /&gt;
[[File:CSGO USP Left.jpg|thumb|none|600px|Growing bored, the operative examines his USP Tactical; for absolutely no discernible reason, the marking beneath the ejection port (visible at full size) reads &amp;quot;CAL. 223&amp;quot;.]]&lt;br /&gt;
[[File:CSGO USP Right.jpg|thumb|none|600px|The opposite side, fortunately enough, lacks any such impossible markings.]]&lt;br /&gt;
[[File:CSGO USP Firing.jpg|thumb|none|600px|Putting a couple of rounds into what is most likely a very important, expensive piece of machinery.]]&lt;br /&gt;
[[File:CSGO USP Reloading.jpg|thumb|none|600px|Swapping out magazines (none of which contain any ammunition)...]]&lt;br /&gt;
[[File:CSGO USP Racking.jpg|thumb|none|600px|...and racking the slide.]]&lt;br /&gt;
[[File:CSGO USP Removing.jpg|thumb|none|600px|Unscrewing the suppressor; this is generally not something you should do with your finger on the trigger. The model initially lacked the protruding, threaded barrel, though this error was later fixed, as seen here.]]&lt;br /&gt;
[[File:CSGO USP Unsuppressed.jpg|thumb|none|600px|Firing the USP without its suppressor, creating substantially more flash and smoke in the process.]]&lt;br /&gt;
[[FIle:CSGO Stocking.jpg|thumb|none|600px|And now, for something completely different, we take a trip to cs_militia, which contains a house with a fireplace with stockings above it, the middle one of which contains an unusable USP Tactical as well. Said USP has the top-tier &amp;quot;Neo-Noir&amp;quot; optional skin, and in good condition to boot. If that's what's in the stockings, then I can't wait to see what's under the tree.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] was added in a patch in February 2014. It is a full-auto machine pistol that optionally replaces the Five-seveN for the Counter-Terrorists or the TEC-9 for the Terrorists. It holds 12 rounds (lower than the real weapon's 16 - it started out correct, but was lowered for balance) with only a single spare magazine, being intended as a &amp;quot;high risk, high reward&amp;quot; weapon. Notably, its draw animation shows the character attaching the magazine to the underside before cocking it (this was done to extend the draw for balancing reasons). It's also the only weapon other than the [[Accuracy International Arctic Warfare|AW]] to get a lower reward for killing enemies, at only $100 per kill - rather low, though it's at least in line with the weapon's $500 price tag. It fires at a more controllable 600 RPM instead of the real life 1,000 RPM.&lt;br /&gt;
[[File:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO CZ-75 Inspection.jpg|thumb|none|600px|Inspecting the CZ-75 Auto's model.]]&lt;br /&gt;
[[File:CSGO CZ-75 Attaching.jpg|thumb|none|600px|Drawing the CZ-75, by first attaching the foregrip-magazine...]]&lt;br /&gt;
[[File:CSGO CZ-75 Drawing.jpg|thumb|none|600px|...then racking the slide.]]&lt;br /&gt;
[[File:CSGO CZ-75.jpg|thumb|none|600px|A GSG9 operative with a CZ-75 Auto, looking over de_overpass's Bombsite B. The graffiti on the side of the building commemorates a moment in a professional match where player &amp;quot;olofmeister&amp;quot; successfully defused a bomb a fraction of a second before dying in a fire.]]&lt;br /&gt;
[[File:CSGO CZ-75 Left.jpg|thumb|none|600px|Examining the machine pistol's left side. The markings read &amp;quot;CZ 75 AUTOMATIC CAL 9MM LUGER&amp;quot; on the slide, and &amp;quot;MADE IN CZECH REPUBLIC&amp;quot; on the frame.]]&lt;br /&gt;
[[File:CSGO CZ-75 Right.jpg|thumb|none|600px|The other side gives a fair bit less information.]]&lt;br /&gt;
[[File:CSGO CZ-75 Firing.jpg|thumb|none|600px|Dumping out some rounds. Even with the reduced rate of fire, its 12 rounds don't last very long.]]&lt;br /&gt;
[[File:CSGO CZ-75 Ejecting.jpg|thumb|none|600px|The rather involved primary reload animation, which starts with a unique magazine drop...]]&lt;br /&gt;
[[File:CSGO CZ-75 Removing.jpg|thumb|none|600px|...followed by the removal of the front magazine...]]&lt;br /&gt;
[[File:CSGO CZ-75 Loading.jpg|thumb|none|600px|...and the insertion of the aforementioned mag, modeled rounds and all.]]&lt;br /&gt;
[[File:CSGO CZ-75 Reloading.jpg|thumb|none|600px|The secondary animation, on the other hand, doesn't have these rounds, and is a slowed-down version of the P250/Glock/P2000/Five-SeveN routine. This animation didn't exist prior to a certain patch, so reloading early would make an extra magazine spontaneously pop into existence on the front of the frame.]]&lt;br /&gt;
[[File:CSGO CZ-75 Racking.jpg|thumb|none|600px|Both animations end with a rather overly enthusiastic racking of the slide.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
Unlike previous games, most submachine guns will award bonus money upon killing enemies (2x the reward for all of them except the P90).&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
A [[MAC-10]] is featured in-game, another gun returning from prior titles. The model is from ''[[Left 4 Dead 2]]'' (sans suppressor with zip-tied flashlight). The MAC-10's advantages are its high firing rate and subsequent close-range damage, light weight, and low price (a mere $1,050, the lowest of any primary weapon in the game - so low, in fact, that it can be bought in the pistol round in Competitive mode, as long as the prospective buyer gets a kill within the first 30 seconds of the round, without buying anything else), while sacrificing effective range, accuracy, and armor penetration.&lt;br /&gt;
[[File:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[File:CSGO MAC-10 Inspection.jpg|thumb|none|600px|Inspecting the MAC-10's model. &amp;quot;A box that bullets come out of&amp;quot; seems apt, if a bit harsh. Not as harsh as the treatment that this gun's clearly been through, though.]]&lt;br /&gt;
[[File:CSGO MAC-10 Drawing.jpg|thumb|none|600px|A terrorist drawing the MAC-10 on the map de_ruby (set in Portugal), the weapon apparently decocking itself every time it's put away. As a note of trivia, this map was added on April 25th, 2019, a major Portuguese holiday; the distinctive bridge just outside the map is based on the actual 25 de Abril Bridge between Lisbon and Almada in Portugal.]]&lt;br /&gt;
[[File:CSGO MAC-10.jpg|thumb|none|600px|Idling with the MAC. Unlike the characters in ''Left 4 Dead 2'' (and in some previous ''CS'' titles), ''CS:GO'''s characters actually use the makeshift front strap/foregrip.]]&lt;br /&gt;
[[File:CSGO MAC-10 Left.jpg|thumb|none|600px|Examining the MAC-10; also unlike ''L4D2'', the front strap actually responds to gravity, instead of staying perfectly perpendicular to the barrel at all times.]]&lt;br /&gt;
[[File:CSGO MAC-10 Right.jpg|thumb|none|600px|The other side, which shows off a round visible through the ejection port (correct, as this is an open-bolt submachine gun, though the round is still present when the gun runs empty); it being steel-cased could contribute to the low price, while it being hollow-pointed could at least partly explain the gun's abysmal performance against armor. Also note the darkened outline of a fire selector (a texture error fixed in a 2019 update) and backwards &amp;quot;FULL&amp;quot; marking, showing that the lower receiver's texture is apparently mirrored at its midpoint.]]&lt;br /&gt;
[[File:CSGO MAC-10 Firing.jpg|thumb|none|600px|Spraying away at the beautiful cityscape ahead. Perhaps out of anger at the map's colossal file size.]]&lt;br /&gt;
[[File:CSGO MAC-10 Reloading.jpg|thumb|none|600px|30 wasted rounds of cheap .45 ammo later, the terrorist swaps magazines...]]&lt;br /&gt;
[[File:CSGO MAC-10 Cocking.jpg|thumb|none|600px|...and locks back the bolt. Regardless of whether or not the mag was emptied beforehand, the bolt will lock forward upon reloading, seemingly solely to allow this.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet MP9]] is one of the available submachine guns in-game, replacing the previous games' [[Steyr TMP]], as a cheap ($1,250), fast-firing (857 RPM), lightweight SMG for Counter-Terrorists that's good for run-and-gun, spray-and-pray tactics in early rounds, but loses effectiveness later on with the proliferation of armor and rifles. Unlike the TMP, however, the MP9 does not come with a suppressor, and instead behaves simply as the CT equivalent to the [[MAC-10]]. &lt;br /&gt;
[[File:B&amp;amp;T-MP9.jpg|thumb|none|450px|Brügger &amp;amp; Thomet MP9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:CSGO MP9 Inspection.jpg|thumb|none|600px|The B&amp;amp;T MP9 in the inventory model viewer. Notably, unlike the in-game MAC-10 (and many of the game's other compact submachine guns), the MP9's stock is extended.]]&lt;br /&gt;
[[File:CSGO MP9 Drawing.jpg|thumb|none|600px|Readying himself for some high-intensity slam-dunking, an SAS operative on cs_workout draws his MP9.]]&lt;br /&gt;
[[File:CSGO MP9.jpg|thumb|none|600px|Standing idly. Note the &amp;quot;reflective&amp;quot; floors; the Source engine can't support dynamic reflections easily, so the map creators' solution was to create a translucent floor with all of the props duplicated upside-down underneath it.]]&lt;br /&gt;
[[File:CSGO MP9 Left.jpg|thumb|none|600px|Waiting for his opponents to show up, the SAS operative examines his SMG. Note how even some of the parts which are ostensibly made of polymer have wear marks with bare metal underneath.]]&lt;br /&gt;
[[File:CSGO MP9 Right.jpg|thumb|none|600px|The other side, which reveals some markings on the bolt; these read &amp;quot;Cal 9x19mm&amp;quot; on the first line, and &amp;quot;A-0109524&amp;quot; (presumably a serial number) on the second.]]&lt;br /&gt;
[[File:CSGO MP9 Firing.jpg|thumb|none|600px|Realizing that his opposition has chickened out of the match, the operative lashes out in anger, and vents his frustrations on a basketball.]]&lt;br /&gt;
[[File:CSGO MP9 Removing.jpg|thumb|none|600px|30 rounds later, he yanks out an empty magazine...]]&lt;br /&gt;
[[File:CSGO MP9 Reloading.jpg|thumb|none|600px|...shoves in another one...]]&lt;br /&gt;
[[File:CSGO MP9 Charging.jpg|thumb|none|600px|...and tugs the apparently heavily scratched-up charging handle, before grumbling into his gasmask and heading back home.]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash PP-19 Bizon-2 ==&lt;br /&gt;
An [[Izhmash PP-19 Bizon]]-2 is an available SMG for both teams, known in-game as the &amp;quot;PP-Bizon&amp;quot;. While its low damage, poor accuracy, and pitiful performance against armor make it a questionable choice for later rounds, its high rate of fire (750 RPM), controllable recoil, and best-in-class capacity (a staggering 64 rounds) allow it to perform quite well in the early phases of a match (or, considering its $1,400 price tag, during eco rounds). The weapon's smooth magazine design is from the earlier Bizon-1.&lt;br /&gt;
&lt;br /&gt;
Its 64-round capacity corresponds to the 9x18mm Makarov version, but the weapon is instead coded to use 9x19mm Parabellum in the game files (unlike earlier games, coded caliber info is not visible in-game and does not impact gameplay due to the need to buy ammo and ammo sharing between weapons of the same caliber being removed), which would have it use a 53-round magazine instead.&lt;br /&gt;
[[File:Bizon1.jpg|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:CSGO Bizon Inspection.jpg|thumb|none|600px|Inspecting the PP-19 Bizon-2 in the inventory's model viewer.]]&lt;br /&gt;
[[File:CSGO Bizon.jpg|thumb|none|600px|The Bizon in first-person, held by a counter-terrorist on cs_agency.]]&lt;br /&gt;
[[File:CSGO Bizon Left.jpg|thumb|none|600px|''&amp;quot;Silent and watchful, the Bizon Soldier looks out over the streets below. Like it or not, there is evil in this city - and it's his job to deal with it.&amp;quot;'']]&lt;br /&gt;
[[File:CSGO Bizon Right.jpg|thumb|none|600px|''&amp;quot;He'd be even better at it if the texture on his gun's bolt wasn't broken. Or if he stopped doing some dramatic superhero monologue and, y'know, actually rescued the hostages trapped in this office building.&amp;quot;'']]&lt;br /&gt;
[[File:CSGO Bizon Firing.jpg|thumb|none|600px|Engaging in some more un-counter-terroristly conduct, and indiscriminately unloading rounds on the streets below.]]&lt;br /&gt;
[[File:CSGO Bizon Reloading.jpg|thumb|none|600px|The Bizon's stampede finished, he then swaps out the weapon's distinctive helical magazine...]]&lt;br /&gt;
[[File:CSGO Bizon Charging.jpg|thumb|none|600px|...and flips it over to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
A [[Heckler &amp;amp; Koch UMP45]] with a vertical foregrip is one of the available submachine guns in-game, known simply as the &amp;quot;UMP-45&amp;quot;. At only $1,200, it is the second-cheapest SMG in the game (and the cheapest available to Counter-Terrorists, since the only one cheaper is the [[MAC-10]]); it is somewhat more akin in behavior to the rifles, with a (correct) 25-round magazine, best-in-class damage, and decent range, accuracy, and armor penetration, with its main drawbacks being its somewhat bouncy, aggressive recoil, and the lowest rate of fire in the SMG category (666 RPM).&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:CSGO UMP45 Inspection.jpg|thumb|none|600px|The UMP45 in the inventory model viewer. &amp;quot;UMP-45&amp;quot; is visible on the side of the receiver, with &amp;quot;.45 Auto&amp;quot; being written on the bottom of the magazine.]]&lt;br /&gt;
[[File:CSGO UMP45 Drawing.jpg|thumb|none|600px|Taking a trip down memory lane in the 20th-anniversary classic version of de_dust2, an IDF operative draws his &amp;quot;K&amp;amp;M UMP45&amp;quot; with a quick yank of the charging handle.]]&lt;br /&gt;
[[File:CSGO UMP45.jpg|thumb|none|600px|He then waits patiently, while fondly reminiscing about all the good times had in this infamous area, &amp;quot;Courtyard With A Dead Guy In It&amp;quot;.]]&lt;br /&gt;
[[File:CSGO UMP45 Left.jpg|thumb|none|600px|Examining the left side of the UMP; apparently, moving the ejection port to the other side required flipping the selector lever ''beyond'' full-auto.]]&lt;br /&gt;
[[File:CSGO UMP45 Right.jpg|thumb|none|600px|The IDF operative then pretends to shoot the dead terrorist in the crotch, while noticing the safety on this side being ''very'' on.]]&lt;br /&gt;
[[File:CSGO UMP45 Firing.jpg|thumb|none|600px|Instead of doing so, he simply unloads on the wall above the corpse.]]&lt;br /&gt;
[[File:CSGO UMP45 Removing.jpg|thumb|none|600px|Pushing the (correctly movable) magazine release to remove an empty magazine, the side window of which always depicts a full load of cartridges.]]&lt;br /&gt;
[[File:CSGO UMP45 Reloading.jpg|thumb|none|600px|Loading in a replacement mag; while the full texture in the window would now be correct, the magazine is always shown as empty at the top.]]&lt;br /&gt;
[[File:CSGO UMP45 Charging.jpg|thumb|none|600px|The reload is concluded with another pull of the charging handle, and a return to business as usual.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90|FN P90 TR (Triple Rail)]] appears in the game as the &amp;quot;P90&amp;quot;, with rail-mounted iron sights (despite the fact that the P90 TR's top rail includes iron sights, and the fact that the irons aren't usable in-game anyways). It is the only submachine gun not to award extra money for kills. Due to its high armor penetration value (69%), high capacity, decent damage, moderate recoil, and high rate of fire, the weapon has gained a great deal of notoriety in the ''CS:GO'' community, commonly being associated with lower-skilled players; its only real downsides are the aforementioned low kill award, an exorbitant price of $2,350, a slow reload, and somewhat curiously, the heaviest weight of all the game's submachine guns, despite it actually being lighter than every in-game submachine gun barring the [[Heckler &amp;amp; Koch MP7|MP7A1]], the [[Brügger &amp;amp; Thomet MP9|MP9]], and the [[PP-19 Bizon|Bizon-2]].&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|450px|none|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:CSGO P90 Inspection.jpg|thumb|none|600px|The P90 TR's in-game model, which is rather battered and scratched-up. It also features an opaque brownish-orange magazine, as opposed to the translucent ones normally associated with the P90.]]&lt;br /&gt;
[[File:CSGO P90 Drawing.jpg|thumb|none|600px|An FBI SWAT member draws his P90 with a rather strange pull of the cocking handle...]]&lt;br /&gt;
[[File:CSGO P90.jpg|thumb|none|600px|...and then promptly does absolutely nothing. Well, nothing apart from admiring the view of de_zoo's empty lion enclosure.]]&lt;br /&gt;
[[File:CSGO P90 Left.jpg|thumb|none|600px|Examining his P90 (with absolutely atrocious trigger discipline); at full size, the weapon's trademarks can be read, showing to apparently be made by &amp;quot;Fabrique Rationale&amp;quot; out of &amp;quot;Harbog BELGIUM&amp;quot;. This random yelling of a country's name is not enough to distract the player from the fact that their character's sleeve clips through the ejection port.]]&lt;br /&gt;
[[File:CSGO P90 Right.jpg|thumb|none|600px|The reverse side shows exactly the same pattern of scratches, as well as the same obfuscated trademarks (albeit backwards), showing that the weapon's right-side texture is apparently just a mirror of its left-side one.]]&lt;br /&gt;
[[File:CSGO P90 Firing.jpg|thumb|none|600px|Unloading the P90 at nothing in particular; the P90 in ''CS:GO'', unlike those in many games, correctly ejects spent casings downwards, though this does have the side-effect of bouncing them off of the floor and into the player's field of view.]]&lt;br /&gt;
[[File:CSGO P90 Removing.jpg|thumb|none|600px|Reloading the submachine gun; the player character correctly pushes both magazine catches before removing the magazine, and said catches stay in the locked-open position until a new magazine is inserted.]]&lt;br /&gt;
[[File:CSGO P90 Reloading.jpg|thumb|none|600px|Lining up a new magazine, and seating it with a hearty smack. Though the hand positions in this particular shot seem to suggest that the FBI SWAT member is instead attempting to cover up the fact that the magazine even exists.]]&lt;br /&gt;
[[File:CSGO P90 Charging.jpg|thumb|none|600px|Concluding a reload with the same strange cocking routine seen in the draw animation; it's currently unknown if this technique (which uses the wielder's left thumb and forefinger to pull both charging handles) appears in any other form of media.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] appears in-game as the &amp;quot;MP7&amp;quot;. Costing $1,500, it is a middle-of-the-road SMG, being decently powerful and accurate, with low recoil, a moderately high fire rate (750 RPM, compared to the real steel's 950-1,150), and a 30-round magazine capacity. It fills the same role as the previous games' [[H&amp;amp;K MP5]], even recycling its prior incarnations' firing sound up until a patch in 2016. It's also bizarrely shown as the heaviest weapon in its class, slowing down the player even more than the [[P90]], despite weighing a full {{convert|lbs|1.41}} less in reality.&lt;br /&gt;
&lt;br /&gt;
Of note is that the game files incorrectly code the weapon to use 9x19mm rounds (instead of the appropriate 4.6x30mm); this has no effect on gameplay, as unlike prior ''Counter-Strike'' games, players no longer need to buy ammo.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:CSGO MP7A1 Inspection.jpg|thumb|none|600px|Inspecting the MP7A1's model. Apart from the shorter side rail segment, and the fact that the rifle-style aperture/winged post sights are flipped up, it's nearly identical to the reference image above. Also note that there is no safe setting.]]&lt;br /&gt;
[[File:CSGO MP7A1.jpg|thumb|none|600px|An FBI SWAT team member holding an MP7A1 on de_vertigo, making sure that the HVAC unit doesn't try anything funny.]]&lt;br /&gt;
[[File:CSGO MP7A1 Drawing.jpg|thumb|none|600px|Forgetting to remember to forget that he'd forgotten to do so, the operative then draws the gun he was already holding. This apparently merits pulling the charging handle with a clenched fist.]]&lt;br /&gt;
[[File:CSGO MP7A1 Releasing.jpg|thumb|none|600px|Releasing the charging handle has it snap back into battery, giving the player just barely enough time to notice that the operating rod is colored completely flat black.]]&lt;br /&gt;
[[File:CSGO MP7A1 Left.jpg|thumb|none|600px|Inspecting the MP7. The stock is never extended, most likely to avoid clipping issues with third-person character models (since not all of them have the same thickness of clothes).]]&lt;br /&gt;
[[File:CSGO MP7A1 Firing.jpg|thumb|none|600px|Letting his paranoia get the best of him, the CT panics, and dumps round after round at his inanimate enemy. The spent casings seem to agree with the game files' incorrect notions about the weapon's caliber, being wide and straight-walled - akin to 9x19mm casings, but not to the narrow, bottlenecked 4.6x30mm ones it should be spitting out.]]&lt;br /&gt;
[[File:CSGO MP7A1 Right.jpg|thumb|none|600px|Having successfully wasted a rather large amount of not-at-all-cheap proprietary ammunition, the operative checks to see if the bolt catch works properly. Apparently, it doesn't.]]&lt;br /&gt;
[[File:CSGO MP7A1 Reloading.jpg|thumb|none|600px|Swapping magazines, in a suitably dramatic fashion; as with many of the game's weapons, there is a blink-and-you'll-miss-it instance of clipping between the magazine and its well. Luckily, this is a still image, so blink all you'd like.]]&lt;br /&gt;
[[File:CSGO MP7A1 Charging.jpg|thumb|none|600px|This is followed by a more normal-looking yank of the cocking handle, which might have something to with the aforementioned malfunctioning bolt catch. Though it's probably mostly just for the sake of re-using the [[Brügger &amp;amp; Thomet MP9|MP9]]'s animations.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD3|MP5SD3]] was added to the game in the August 15, 2018 update as an alternative option to the MP7, as a successor to the MP5 from previous games replaced in CSGO by the MP7. It has many of the same stats as the MP7, the only major differences being the suppressor, a faster movement speed, and slightly lower damage.&lt;br /&gt;
[[Image:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:CSGO MP5SD.jpg|thumb|none|600px|Inspecting the default MP5SD weapon with no skins.]]&lt;br /&gt;
[[File:CSGO MP5SD Draw 2.jpg|thumb|none|600px|The MP5SD has two draw animations. One is an average HK slap.]]&lt;br /&gt;
[[File:CSGO MP5SD Draw 1.jpg|thumb|none|600px|The other one is the HK slap's distant cousin, the HK slam.]]&lt;br /&gt;
[[File:CSGO MP5SD Idle.jpg|thumb|none|600px|The MP5SD on the new remade version of the Dust II map, with the new Panorama UI. Incidentally, the CT's gloves are new too, having received a model quality upgrade in 2016, and now supports cosmetic gloves.]]&lt;br /&gt;
[[File:CSGO MP5SD Reload 1.jpg|thumb|none|600px|Reloading the MP5SD, after pulling back the charging handle. The caliber marking on the magwell says &amp;quot;Kal 9mm x 30&amp;quot;; the 30 more likely refers to the magazine capacity rather than cartridge dimensions, though the way it's written and where it's located certainly makes it look like one.]]&lt;br /&gt;
[[File:CSGO MP5SD Reload 2.jpg|thumb|none|600px|Giving the MP5SD a slightly different HK slap when the reload completes.]]&lt;br /&gt;
[[File:CSGO MP5SD Inspect.jpg|thumb|none|600px|Inspecting the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
A [[Mk 18 Mod 0]] fitted with an ARMS#40 flip-up rear iron sight and KAC free-float RAS handguard with rail covers appears as the &amp;quot;M4A4&amp;quot;, serving as the Counter-Terrorists' staple assault rifle. The kill icon originally incorrectly showed the [[M4A1]] with carry handle from ''[[Counter-Strike: Source]]'', though a later patch corrected it. Unlike the M4A1 in previous ''Counter-Strike'' games, it does not include a detachable suppressor, instead simply serving as a middle-of-the-road rifle; compared to the Terrorists' [[AKM]], it fires faster, is more accurate, and has less recoil, but is more expensive (costing $3,100), does less damage per shot, and has slightly poorer armor penetration, the latter two factors making it incapable of killing a helmeted enemy in a single headshot.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|450px|Mk 18 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO Mk18 Inspection.jpg|thumb|none|600px|The Mk 18 Mod 0 in the inventory model viewer.]]&lt;br /&gt;
[[File:CSGO Mk18 Drawing.jpg|thumb|none|600px|Out on the tutorial course, a GO trainee draws his Mk 18 with a quick rack of the charging handle...]]&lt;br /&gt;
[[File:CSGO Mk18.jpg|thumb|none|600px|...and then awaits further orders.]]&lt;br /&gt;
[[File:CSGO Mk18 Left.jpg|thumb|none|600px|Preparing to shoot some targets, the trainee checks to make sure his weapon is correctly set to full-auto, while the game provides an incredibly useful hint.]]&lt;br /&gt;
[[File:CSGO Mk18 Right.jpg|thumb|none|600px|A brief flip reveals some issues; in addition to the permanently-shut dust cover, the lower receiver's texture is mirrored, leaving the right side with backwards selector markings and a blacked-out area where the selector switch would be if the lower was ambidextrous.]]&lt;br /&gt;
[[File:CSGO Mk18 Firing.jpg|thumb|none|600px|Following the mysteriously apathetic supervisor's orders, he's soon blasting away at some fake terrorists; despite clearly producing sparks and metallic dinging  when shot, these are continuously referred to as being wooden. The lights next to them are a health bar, showing how much damage is done by various different rounds to various different regions.]]&lt;br /&gt;
[[File:CSGO Mk18 Ejecting.jpg|thumb|none|600px|In a later, more speed-focused portion of the course, the trainee ignores a substantially less important hint, electing instead to drop an empty mag in full view of his &amp;quot;enemies&amp;quot;.]]&lt;br /&gt;
[[File:CSGO Mk18 Reloading.jpg|thumb|none|600px|Loading a new magazine; unlike many of the game's other weapons, the Mk 18's fresh magazines actually visibly contain ammunition.]]&lt;br /&gt;
[[File:CSGO Mk18 Releasing.jpg|thumb|none|600px|Concluding the reload with an open-palmed smack of the bolt release.]]&lt;br /&gt;
[[File:CSGO Mk18 Bot.jpg|thumb|none|600px|Out in the field, the trainee-turned-agent spots a buddy with a Mk 18 of his own, wrapped up in sling straps; this trait is unique among CT rifles, and shared only overall with the AKM.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 723==&lt;br /&gt;
A later-pattern [[Colt Model 723]] was added in the August 14, 2013 update; known incorrectly as the &amp;quot;M4A1-S&amp;quot;, it serves as an optional replacement for the above [[Mk 18 Mod 0]] &amp;quot;M4A4&amp;quot;, and a successor to the suppressed [[M4A1]] in previous games. Compared to its unsuppressed counterpart, the Model 723 differs primarily in its fire rate (600 RPM, lower than the M4A4's 666) and capacity (25 rounds instead of the M4A4's 30, despite being modeled with a 30-round magazine), in exchange for the obvious benefits provided by a suppressor. It comes with 3 spare magazines and a suppressor attached by default that can be removed or re-attached by using the alternate fire button. As with the [[Heckler &amp;amp; Koch USP Tactical|USP-S]], it did not initially receive new sounds, taking its own directly from ''[[Counter-Strike: Source]]'', though these were later replaced with a new set in September of 2016.&lt;br /&gt;
[[File:Colt Model 723 with M4 barrel.jpg|thumb|none|450px|Colt Model 723 &amp;quot;M16A2 carbine&amp;quot;, late model with &amp;quot;M4&amp;quot; profile barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO M723 Inspection.jpg|thumb|none|600px|Inspecting the Model 723. Unlike most of the game's other weapons, the default viewing angle is slanted upwards; since only the horizontal viewing angle can be changed, this is about as side-on of a shot as one can get.]]&lt;br /&gt;
[[File:CSGO M723 Drawing.jpg|thumb|none|600px|Spooked by a mysterious figure off in the distance, an FBI HRT operative draws his Model 723 with a pull of the charging handle.]]&lt;br /&gt;
[[File:CSGO M723.jpg|thumb|none|600px|Realizing that the figure is ''probably'' just a snowman, the operative refrains from firing, but keeps an eye out nonetheless. Note the fixed carrying handle, putting paid to any claim that the weapon in-game is an actual M4A1.]]&lt;br /&gt;
[[File:CSGO M723 Left.jpg|thumb|none|600px|Examining the M723's left side, showing off the selector lever (set to safe, though prior to a patch it didn't exist at all) and the strange strip on the receiver/bolt release texture (this was a physical object that blocked the bolt release before the aforementioned patch)...]]&lt;br /&gt;
[[File:CSGO M723 Right.jpg|thumb|none|600px|...and the right one. While the latter is seen for a far shorter span of time than the former, the brief glance is still enough to notice that (as with the previous games' M4A1s) the dust cover never opens like it should.]]&lt;br /&gt;
[[File:CSGO M723 Firing.jpg|thumb|none|600px|Thinking he saw the &amp;quot;snowman&amp;quot; make a move, the operative takes no chances.]]&lt;br /&gt;
[[File:CSGO M723 Ejecting.jpg|thumb|none|600px|The threat dealt with, he reloads to replace the one round he fired, starting by ejecting a visibly empty magazine that presumably still has 24 rounds in it somewhere.]]&lt;br /&gt;
[[File:CSGO M723 Reloading.jpg|thumb|none|600px|Following this is the insertion of a new magazine, which is equally empty-looking.]]&lt;br /&gt;
[[File:CSGO M723 Releasing.jpg|thumb|none|600px|And, to finish it all off, a satisfying slap of the bolt release. Back to business.]]&lt;br /&gt;
[[File:CSGO M723 Removing.jpg|thumb|none|600px|This &amp;quot;business&amp;quot; apparently includes unscrewing the suppressor from the rifle's threaded flash hider. As with the USP above, there's not much reason to actually do this, since all it does is increase noise, add a muzzle flash, reduce accuracy, and increase recoil; punctuating this is the remarkable length of this procedure compared to previous games, giving the player plenty of time to reconsider their decision.]]&lt;br /&gt;
[[File:CSGO M723 Unsuppressed.jpg|thumb|none|600px|Should they choose to ignore their better judgement and abandon any pretense of stealth, however, the result will look something like this.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The &amp;quot;[[AK-47]]&amp;quot; in the game is actually an [[AKM|AKMN]], with plastic 30-round magazines. It offers very high stopping power and penetration (capable of one-shot headshots against helmeted enemies), good accuracy, and a manageable price of $2,700, at the cost of its somewhat heavy weight, a lower rate of fire than its competitors, and rather strong recoil. This model is notably ported from ''[[Left 4 Dead 2]]'' (including the presence of the wider front sight and narrower handguard of an actual AK-47) with slight alterations like detail on the stock and a smaller spring lock.&lt;br /&gt;
[[File:AKMRifle.jpg‎|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:CSGO AKM Inspection.jpg|thumb|none|600px|Inspecting the AKMN's model. Much of the original factory finish has been worn off, revealing the bare white steel beneath.]]&lt;br /&gt;
[[File:CSGO AKM.jpg|thumb|none|600px|A terrorist looks over the area outside de_nuke's titular nuclear plant, noting the rather ironic slogan.]]&lt;br /&gt;
[[File:CSGO AKM Left.jpg|thumb|none|600px|Inspecting the rifle; the side-mounted dovetail rail indicates this to be an AKMN model, meant to accept a 1PN51 or 1PN58 night-vision sight, though nearly any Warsaw Pact-issued optic can fit it. As attachable optics aren't a feature of ''Global Offensive'' (or any main-series ''CS'' game, for that matter), the in-game rail is purely cosmetic.]]&lt;br /&gt;
[[File:CSGO AKM Right.jpg|thumb|none|600px|The other side, which shows off the bolt and early-pattern handguard.]]&lt;br /&gt;
[[File:CSGO AKM Firing.jpg|thumb|none|600px|Changing the plant's marketing into lies with the aid of a few 7.62x39mm rounds.]]&lt;br /&gt;
[[File:CSGO AKM Removing.jpg|thumb|none|600px|Removing a partly-empty magazine, which shows off a nice detail: the magazine release subtly moves when the player character's hand touches it.]]&lt;br /&gt;
[[File:CSGO AKM Reloading.jpg|thumb|none|600px|Which makes it all the more strange that the fresh magazine that the player character inserts is visibly not loaded. It also bears an incorrect &amp;quot;7.62x30&amp;quot; marking on the side.]]&lt;br /&gt;
[[File:CSGO AKM Charging.jpg|thumb|none|600px|The reload is concluded by flipping the rifle over and pulling the charging handle; this is also done whenever the AKMN is drawn.]]&lt;br /&gt;
[[File:CSGO AKM Bot.jpg|thumb|none|600px|Like the [[Mk 18 Mod 0|Mk. 18]] above, the AKMN is attached to the user's back via actual sling straps when holstered in third-person; this shot shows that the same can't be said for all of the game's rifles, the [[SIG SG 556]] being one of the less fortunate ones.]]&lt;br /&gt;
[[File:CSGO AKM Box.jpg|thumb|none|600px|&amp;quot;Huh, those are some odd-looking car parts...&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
Replacing the [[Steyr AUG A1]] from previous games is the more recent [[Steyr AUG A3|A3 variant]], with a Trijicon ACOG providing a low zoom level and allowing for precise shots. It deals good damage, with a moderate rate of fire, strong-yet-simple recoil, and a unique ability (for CT assault rifles) to land instant-kill headshots against helmeted enemies at point-blank range, at the cost of, well, cost (the most expensive in its class, at $3,300), along with its heavy weight and slow reload. The rifle's in-game model visibly has a 42-round magazine, despite it only having a 30-round capacity gameplay wise.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO AUG Inspection.jpg|thumb|none|600px|The AUG A3 in the model viewer.]]&lt;br /&gt;
[[File:CSGO AUG Drawing.jpg|thumb|none|600px|''&amp;quot;Alright, whichever one of you peed in the pool, just confess to your crimes, and nobody has to get hurt.&amp;quot;'']]&lt;br /&gt;
[[File:CSGO AUG.jpg|thumb|none|600px|Looking over the Riverview Sports Center's shallow pool with an AUG.]]&lt;br /&gt;
[[File:CSGO AUG Aiming.jpg|thumb|none|600px|Looking over at the inaccessible Olympic-style lane pool through the mounted ACOG. Prior to a patch in February 2014, the scopes on both the AUG and [[SIG SG 556]] simply zoomed in the player's view (as they did in prior ''CS'' games). Note the incorrect green dot reticle; this dot changes to match the player's selected crosshair color, making it green by default.]]&lt;br /&gt;
[[File:CSGO AUG Left.jpg|thumb|none|600px|Inspecting the AUG. Note that this side has an ejection port cover...]]&lt;br /&gt;
[[File:CSGO AUG Right.jpg|thumb|none|600px|...whereas this one (correctly) doesn't.]]&lt;br /&gt;
[[File:CSGO AUG Firing.jpg|thumb|none|600px|Spraying away at the glass doors on the other side of the pool. Being map boundary walls, they prove more resilient than one might expect.]]&lt;br /&gt;
[[File:CSGO AUG Reloading.jpg|thumb|none|600px|Reloading the AUG. Not even a physically impossible fire in a pool can hide the fact that the 42-round 30-round magazine is textured solid brown instead of being translucent, and doesn't have any feed lips.]]&lt;br /&gt;
[[File:CSGO AUG Charging.jpg|thumb|none|600px|Concluding this listing of anomalies by racking the rifle's charging handle, with a slightly different animation than the draw shown above.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
A [[FAMAS G1]] is featured in-game, but incorrectly uses 30-round STANAG magazines in its F1 magwell instead of the proper 25-round straight magazines; despite this, it still holds 25 rounds per magazine (and, despite that, still has 90 rounds in reserve like most of the other assault rifles, which works out to 3 full magazines and three-fifths of another one). At only $2,050, the FAMAS is the cheapest assault rifle available to the Counter-Terrorists; unfortunately, there is little else to be said for it, with its relatively low damage, lower-than-standard capacity, and long reload relegating its primary role to low-cash rounds. Pressing the alt-fire key toggles the weapon between full-auto and 3-round burst; the latter mode bumps the rate of fire up from the default 666 RPM to 800 (both of which are short of the real weapon's 1,000 RPM, likely for balance-related reasons), decreases recoil, and boosts accuracy, at the cost of adding a longer delay between trigger pulls (presumably, again, for the sake of balance).&lt;br /&gt;
&lt;br /&gt;
On a sidenote, the [[FAMAS F1]]'s icon from past titles is re-used in ''GO'' as the icon for the FAMAS G1.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS-F1.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO FAMAS Inspection.jpg|thumb|none|600px|Taking a look at the FAMAS G1's model reveals it to be rather worn-looking, particularly around the handguard and magazine.]]&lt;br /&gt;
[[File:CSGO FAMAS.jpg|thumb|none|600px|The FAMAS G1 in first-person on de_inferno, with the F1 HUD icon visible to the right. Not every day you see a British special operative holding a French assault rifle in a small town in Italy, huh?]]&lt;br /&gt;
[[File:CSGO FAMAS Left.jpg|thumb|none|600px|Admiring both the rifle and the lovely fish-filled fountain that serves as the focal point of Bombsite B.]]&lt;br /&gt;
[[File:CSGO FAMAS Right.jpg|thumb|none|600px|The other side, which gives a good view of the unusable folding bipod.]]&lt;br /&gt;
[[File:CSGO FAMAS Firing.jpg|thumb|none|600px|Spraying off some rounds at a terrorist, who narrowly avoids them through the dastardly trick of not actually being there.]]&lt;br /&gt;
[[File:CSGO FAMAS Burst.jpg|thumb|none|600px|Realizing this, the CT attempts to use the burst-fire mode for a bit of impromptu fishing.]]&lt;br /&gt;
[[File:CSGO FAMAS Reloading.jpg|thumb|none|600px|Reloading the FAMAS. As is tradition, this process is done without the use of actual ammunition.]]&lt;br /&gt;
[[File:CSGO FAMAS Charging.jpg|thumb|none|600px|Finishing a reload (or drawing the weapon) prompts a pull of the charging handle, accomplished in-game with the user's left hand.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE 22==&lt;br /&gt;
Replacing the [[IMI Galil ARM]] from prior ''Counter-Strike'' titles, ''CS:GO'' features the [[Galil ACE 22]] as an optional assault rifle for Terrorists, known in-game as the &amp;quot;[[Galil AR]]&amp;quot; (actually a different variant altogether, though &amp;quot;AR&amp;quot; could possibly just be a generic &amp;quot;Assault/Automatic Rifle&amp;quot; suffix). The ACE 22 boasts the highest magazine capacity (a correct 35 rounds) and lowest cost (only $1,800) in its class, at the cost of poor performance against armor (being the only Terrorist assault rifle that can't kill a helmeted enemy in a single headshot) and somewhat low accuracy. Interestingly, in the early build of ''GO'' used during the US vs Euro faceoff, the model featured a Meprolight red dot sight attached to the top of the handguard, which acted like the scopes on the [[Steyr AUG A3]] and [[SIG SG 556]]; in the final game, this weapon does not feature the sight, though its kill icon did until it was removed in a later update. &lt;br /&gt;
&lt;br /&gt;
For whatever reason, the rifle on the ACE 22's &amp;quot;Expert&amp;quot; achievement and its HUD icon is the earlier IMI [[Galil SAR]].&lt;br /&gt;
[[File:Galil ACE 22.jpg|thumb|none|450px|IWI Galil ACE 22 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO Galil Inspection.jpg|thumb|none|600px|The Galil ACE 22's model. Another somewhat worn-looking model, with a notable patch of rust on the stock.]]&lt;br /&gt;
[[File:CSGO Galil Drawing.jpg|thumb|none|600px|In the midst of a vault robbery, a bank robber draws his ACE 22 with a sharp tug of the charging handle. Note the HUD icon, with a rather distinctly different stock and profile from the weapon it's supposed to represent.]]&lt;br /&gt;
[[File:CSGO Galil.jpg|thumb|none|600px|He then settles down and stands guard. Say, does a well-dressed man with a Galil robbing a bank [[Heat|remind you of anything?]]]]&lt;br /&gt;
[[File:CSGO Galil Left.jpg|thumb|none|600px|Examining the rifle, while demonstrating a complete lack of trigger discipline.]]&lt;br /&gt;
[[File:CSGO Galil Right.jpg|thumb|none|600px|The other side of the Galil; while the chunk missing from the bolt may seem like a modeling error, it's actually just what ACE bolts look like.]]&lt;br /&gt;
[[File:CSGO Galil Firing.jpg|thumb|none|600px|Redecorating the inside of the bank with the aid of some 5.56mm rounds. A bit of a lost cause, truth be told; no matter how much &amp;quot;redecorating&amp;quot; you do, you still won't be able make it any less [[Payday 2|familiar]].]]&lt;br /&gt;
[[File:CSGO Galil Removing.jpg|thumb|none|600px|Removing an empty magazine. For some reason, despite having a 35-round capacity, the Galil's reserve ammo count is 90 rounds like the rest of the assault rifles, leaving the wielder with two-and-four-sevenths spare magazines.]]&lt;br /&gt;
[[File:CSGO Galil Reloading.jpg|thumb|none|600px|Loading a &amp;quot;new&amp;quot; magazine; as in many games, the weapon model only includes one magazine, so the empty and full mags are one and the same. This is normally hidden by the edge of the screen, though a sufficiently high FOV can reveal the trick.]]&lt;br /&gt;
[[File:CSGO Galil Charging.jpg|thumb|none|600px|Yanking the charging handle, and watching the dustcover slide downward accordingly.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556 HOLO==&lt;br /&gt;
A [[SIG SG 556|SIG-Sauer SIG556 HOLO]] with a usable Trijicon ACOG (incorrectly referred to in-game as the &amp;quot;[[SG 552|SG 553]]&amp;quot;) replaces the previous games' [[SG 552]], being the Terrorists' scoped assault rifle. It fires in full-auto, while most real SIG556s are semi-auto only; being a terrorist-only weapon, it could be argued that this was instead an illegally-preformed full-auto conversion. Compared to the [[AKM]], it fires faster, is more accurate, has the evident advantages of a scope, and is the only weapon in the entire game to completely ignore armor, with the only downsides being its somewhat strange up-right recoil, its slightly higher price ($3,000 versus the AK's $2,700), and its marginally lower damage (negated completely by the armor advantage, which applies in nearly all cases, since almost any round where rifles are being bought is one where armor is a factor).&lt;br /&gt;
[[File:Sig556.jpg|thumb|450px|none|SIG-Sauer SIG556 HOLO with Trijicon ACOG scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO SG556 Inspection.jpg|thumb|none|600px|The SIG556 HOLO in the inventory model viewer. Another heavily-worn model; impressively enough, even the ''gas tube'' is worn down to the bare metal.]]&lt;br /&gt;
[[File:CSGO SG556 Drawing.jpg|thumb|none|600px|Conducting bombsite overwatch on gd_rialto, a terrorist draws his SIG556 with a sharp yank of the charging handle.]]&lt;br /&gt;
[[File:CSGO SG556.jpg|thumb|none|600px|He then does the Devil's work, and stands idle. Note that the scope has (unusable) backup iron sights mounted on top, a rear aperture and a front post.]]&lt;br /&gt;
[[File:CSGO SG556 Left.jpg|thumb|none|600px|Exorcising himself, he quickly sets about doing something. &amp;quot;Something&amp;quot;, in this case, being a quick look over the left side of his rifle...]]&lt;br /&gt;
[[File:CSGO SG556 Right.jpg|thumb|none|600px|...followed by the right side.]]&lt;br /&gt;
[[File:CSGO SG556 Firing.jpg|thumb|none|600px|Thinking he spotted his demon lurking around in a shop, the terrorist panic-sprays most of the bridge with non-armor-acknowledging 5.56.]]&lt;br /&gt;
[[File:CSGO SG556 Aiming.jpg|thumb|none|600px|Looking through the scope (much the same as the [[AUG]]'s, complete with magnification that somehow stretches outside the actual scope) to get a better view. The rifle's front sight used to be flipped up; when the scope function changed from being a simple screen zoom to having this animation, it was folded down to avoid blocking the view, though the rifle's various icons still show it flipped up.]] &lt;br /&gt;
[[File:CSGO SG556 Removing.jpg|thumb|none|600px|Performing a quick reload in case any other demons try some funny business - the old magazine comes out...]]&lt;br /&gt;
[[File:CSGO SG556 Reloading.jpg|thumb|none|600px|...the new one comes in...]]&lt;br /&gt;
[[File:CSGO SG556 Charging.jpg|thumb|none|600px|...and the charging handle gets pulled, the rifle's user apparently still not being on speaking terms with the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
''As in many games, the sniper rifles in ''GO'' lack a hipfire crosshair. Additionally, unlike prior games in the series, players cannot quick scope easily and reliably; while using a sniper rifle's scope, there is a short amount of time in which the screen has to clear up, and whilst moving the scope will sway. This serves to make sniper rifles less suited to aggressive playstyles, and push them more towards the stationary, defensive role that they were originally meant to fulfill. Not that this stops some people from trying.''&lt;br /&gt;
== Accuracy International Arctic Warfare ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare]] is featured in-game (replacing the [[Accuracy International Arctic Warfare Magnum|Arctic Warfare Magnum]] seen in earlier games); true to its reputation, it has very high accuracy and power (capable of killing a full-health enemy with armor in a single hit to the torso, regardless of distance - even through some walls), but is heavy and slow to use. It can be identified as an original AW rather than the AWM seen in previous games by its shorter magazine, smaller ejection port, and smooth, non-fluted barrel. As in some versions of older ''CS'' games (and the files of the retail versions, which instead used the generic moniker &amp;quot;Magnum Sniper Rifle&amp;quot;), it is still incorrectly referred to as the &amp;quot;AWP&amp;quot; (a name which refers to the Arctic Warfare Police, a variant with a black stock and shorter, brakeless barrel), though the capacity is for once correct for the modeled weapon.&lt;br /&gt;
&lt;br /&gt;
The AW is described as using .338 Lapua Magnum in the game's files; this is correct for the AWM, but not the AW or the AWP. The Arctic Warfare awards 66% less money on a kill than other weapons, giving only $100 as opposed to the standard $300 ($50/$150 in Casual Mode); this, coupled with its exorbitant $4,750 price tag, makes the AW a rather substantial financial risk for a team to take, though its sheer power can certainly make up for it in the right hands.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:AI AWP.jpg|thumb|none|500px|An actual Accuracy International AWP, for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CSGO AW Inspection.jpg|thumb|none|600px|Inspecting the AW's model, which shows off its true identity rather blatantly. Note the folded bipod; this is never used in-game.]]&lt;br /&gt;
[[File:CSGO AW.jpg|thumb|none|600px|Vowing to defend de_cbble's castle to the very end, a GSG9 operative watches an angle with his Arctic Warfare.]]&lt;br /&gt;
[[File:CSGO AW Left.jpg|thumb|none|600px|Growing bored, he takes a look at the rifle's left side...]]&lt;br /&gt;
[[File:CSGO AW Right.jpg|thumb|none|600px|...and, after a fair bit of ogling, the right one.]]&lt;br /&gt;
[[File:CSGO AW Aiming.jpg|thumb|none|600px|Taking a look through the scope; this simple crosshair is used for all of the game's sniper rifles. This is its lower zoom setting...]]&lt;br /&gt;
[[File:CSGO AW Zoomed.jpg|thumb|none|600px|...and this is the higher one.]]&lt;br /&gt;
[[File:CSGO AW Cycling.jpg|thumb|none|600px|Cycling the AW's bolt, in a completely different part of the map; note that the receiver is missing some polygons, something which can only really be seen when the bolt is open.]]&lt;br /&gt;
[[File:CSGO AW Drawing.jpg|thumb|none|600px|Curiously, a subtly different animation is used when the rifle is drawn; note that the muzzle is directed slightly further upwards, and the bolt is pulled a bit further back (while not visible here, the animation also has less of a distinct pause between opening and closing the bolt).]]&lt;br /&gt;
[[File:CSGO AW Reloading.jpg|thumb|none|600px|Slamming a new (empty) magazine into the Arctic Warfare, clipping it into the side of the magwell ever so subtly in the process.]]&lt;br /&gt;
[[File:CSGO AW Chambering.jpg|thumb|none|600px|This is followed by yet another distinct bolt-cycling animation, this time with the rifle pointed downwards.]]&lt;br /&gt;
[[File:CSGO AW Firing.jpg|thumb|none|600px|Wasting one of these new, fresh rounds by firing it off at nothing in particular. At full size, a bullet impact can just be made out on the far wall of the courtyard.]]&lt;br /&gt;
[[File:CSGO AW Bot.jpg|thumb|none|600px|Cornered and alone, BOT Kyle backs himself up against a wall, and prepares to make his stand.]]&lt;br /&gt;
[[File:CSGO AW Graffiti Mirage.jpg|thumb|none|600px|A counter-terrorist examines a bit of graffiti on Mirage that features the AW prominently. This was put in place to commemorate a moment in a professional competitive game; pro player &amp;quot;coldzera&amp;quot; managed 4 kills with the AW in this location, 3 of which were made whilst unscoped and jumping. Note how it lacks a bolt handle.]]&lt;br /&gt;
[[File:CSGO AW Graffiti Cache.jpg|thumb|none|600px|Another piece of commemorative graffiti on Cache, this one for the player &amp;quot;s1mple&amp;quot; and his round-ending double no-scope from this location.]]&lt;br /&gt;
[[File:CSGO AW Graffiti Dust2.jpg|thumb|none|600px|A third (and rather silly-looking) piece of graffiti on the original version of Dust 2, meant to represent a moment wherein the pro team &amp;quot;Fnatic&amp;quot; bought 4 AWs and watched this angle with them.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr SSG 08==&lt;br /&gt;
A [[Steyr SSG 08]] is included, replacing the [[Steyr Scout]] of the previous installments in the series as a cheap ($1,700), lightweight, quick-handling sniper rifle with decent damage and penetration; many players (not to mention the game's own &amp;quot;Flying Scoutsman&amp;quot; mode) opt to refer to it as its predecessor. It holds 10 rounds, with an impressive 90 in reserve; this effectively grants it unlimited ammunition, since it fires at 48 RPM and takes 3.7 seconds to reload, making a full dump of every available round take 2 minutes and 38.3 seconds, 3.3 seconds longer than the maximum length of a round in Competitive mode (1:55 default plus a 40-second bomb timer totaling 2:35, not counting the extra few seconds after the official end).&lt;br /&gt;
[[File:Steyr SSG 08.jpg|thumb|none|500px|Steyr SSG 08 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CSGO SSG-08 Inspection.jpg|thumb|none|600px|Inspecting the model of the SSG 08. Note the gray camo stock; this was initially flat gray in the earliest builds (much like the Scout), before one of the Beta's updates made it flat black, and a subsequent one gave it this unique look.]]&lt;br /&gt;
[[File:CSGO SSG-08 Drawing.jpg|thumb|none|600px|Somewhat less unique are the weapon's animations, all of which are recycled from the [[Accuracy International Arctic Warfare|Arctic Warfare]], including this draw animation.]]&lt;br /&gt;
[[File:CSGO SSG-08.jpg|thumb|none|600px|Consequently, this watchful counter-terrorist on de_train finds himself less &amp;quot;holding&amp;quot; his rifle and more &amp;quot;gently encouraging&amp;quot; it.]]&lt;br /&gt;
[[File:CSGO SSG-08 Left.jpg|thumb|none|600px|Examining the SSG-08's left side...]]&lt;br /&gt;
[[File:CSGO SSG-08 Right.jpg|thumb|none|600px|...and the right one.]]&lt;br /&gt;
[[File:CSGO SSG-08 Firing.jpg|thumb|none|600px|Throwing a round across the room. Just 'cause.]]&lt;br /&gt;
[[File:CSGO SSG-08 Cycling.jpg|thumb|none|600px|Ejecting the resultant case; unlike many games, the spent casing actually has an appropriate struck primer.]]&lt;br /&gt;
[[File:CSGO SSG-08 Aiming.jpg|thumb|none|600px|Taking a look through the scope at an oh-so-temptingly shootable-looking lock. Must... resist... urge...]]&lt;br /&gt;
[[File:CSGO SSG-08 Removing.jpg|thumb|none|600px|Having done something of which He Is Not Proud, our watchful guardian quickly gets rid of the old, incriminating magazine...]]&lt;br /&gt;
[[File:CSGO SSG-08 Reloading.jpg|thumb|none|600px|...and slaps in a new one, assured that the old magazine will never be found in his inexplicable bag of eight additional ones.]]&lt;br /&gt;
[[File:CSGO SSG-08 Chambering.jpg|thumb|none|600px|This being a rifle built on the AW's animations, the reloading routine is completed with a third, distinct bolt-cycling animation. As is this section.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G3SG/1 ==&lt;br /&gt;
As in previous games, the [[G3|Heckler &amp;amp; Koch G3SG/1]] fills the role of the Terrorists' DMR, opposite the CTs' [[FN SCAR|FN SSR]]. It has olive drab furniture and lacks a bipod. Presumably for balance reasons, the weapon's full-auto fire rate is significantly reduced in-game (240 RPM versus the real steel's 500-600), to the point where it seems like rapid semi-auto (the player character uses it in semi-auto, and visibly pulls the trigger repeatedly when the player holds down the fire key for full-auto fire). At $5,000, it is the second-most expensive weapon available to the Terrorists, and is quite heavy, though its excellent accuracy, damage (a consistent 2-shot kill, or one in the head, regardless of armor), wall-penetration capabilities, and volume of fire compared to other sniper rifles make it incredibly effective for those willing to take the financial risk. For no discernible reason, it comes with 90 rounds in reserve by default, which translates to exactly 4 full magazines and one half-loaded ones.&lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3SG/1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CSGO G3SG1 Inspection.jpg|thumb|none|600px|Inspecting the G3SG/1's model. Note the F-E-S selector markings instead of the actual weapon's S-E-F. This was likely caused by the weapon being modeled with the safety on; rather than changing the model, Valve decided to change the texture, such that what was formerly &amp;quot;safe&amp;quot; is now &amp;quot;auto&amp;quot;.]]&lt;br /&gt;
[[File:CSGO G3SG1 Right.jpg|thumb|none|600px|Bizarrely, the markings on the right side are still S-E-F; one can only assume that the developers forgot, since this side of the weapon is seldom seen in normal gameplay.]]&lt;br /&gt;
[[File:CSGO G3SG1 Drawing.jpg|thumb|none|600px|Drawing the G3SG/1 with a quick yank of the charging handle...]]&lt;br /&gt;
[[File:CSGO G3SG1.jpg|thumb|none|600px|...which apparently didn't get the memo that it's supposed to fold.]]&lt;br /&gt;
[[File:CSGO G3SG1 Aiming.jpg|thumb|none|600px|Looking through the scope at one of the rifle's captive brethren.]]&lt;br /&gt;
[[File:CSGO G3SG1 Firing.jpg|thumb|none|600px|Lashing out in a fit of rage at the injustice of this world, and attempting to free the caged rifle, barely even noticing the incorrect reciprocating charging handle.]]&lt;br /&gt;
[[File:CSGO G3SG1 Reloading.jpg|thumb|none|600px|The rifles being a static part of de_cache's scenery, this attempt is met with little success. Though the fact that the rifle's magazine apparently isn't loaded probably didn't help.]]&lt;br /&gt;
[[File:CSGO G3SG1 Charging.jpg|thumb|none|600px|Chambering one of these nonexistent rounds with a pull of the eternally-disobedient charging handle.]]&lt;br /&gt;
[[File:CSGO G3SG1 Left.jpg|thumb|none|600px|Examining the left side of the G3SG/1...]]&lt;br /&gt;
[[File:CSGO G3SG1 Top.jpg|thumb|none|600px|...and, in keeping with its desire to defy absolutely every convention known to man, the top of the scope; the weapon's right side is never seen in first-person.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SCAR#FN SSR|FN SSR (Sniper Support Rifle)]] is included as the Counter-Terrorists' automatic DMR, designated as the &amp;quot;SCAR-20&amp;quot; (a mixture of the SCAR family name, and the weapon's U.S. military designation of &amp;quot;Mk. 20 Mod. 0&amp;quot;). Save for a slight difference in hip fire accuracy and a larger one in reload speed (the G3SG/1 being slightly more accurate when firing without aiming, but taking virtual millennia to reload), the CTs' SCAR and the Terrorists' [[Heckler &amp;amp; Koch G3SG/1|G3SG/1]] are nearly statistically identical in-game, astronomical price and nonsensical ammo count included.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg|thumb|none|450px|FN SSR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:CSGO SSR Inspection.jpg|thumb|none|600px|The FN SSR in the inventory model viewer. While still clearly used, the SSR is one of the game's less battered-up weapons. It also has a non-standard, [[M16A2]]-type pistol grip.]]&lt;br /&gt;
[[File:CSGO SSR Drawing.jpg|thumb|none|600px|Loafing around in cs_agency, an FBI operative draws his SSR, apparently seeing fit to vaguely encourage the charging handle to move backwards instead of actually pulling it.]]&lt;br /&gt;
[[File:CSGO SSR.jpg|thumb|none|600px|With this done, he proceeds to engage in yet more loafing.]]&lt;br /&gt;
[[File:CSGO SSR Aiming.jpg|thumb|none|600px|Bored, he uses the scope's higher magnification level to carefully examine a suspicious-looking potted plant.]]&lt;br /&gt;
[[File:CSGO SSR Left.jpg|thumb|none|600px|Before taking the shot, he double-checks to make sure that his rifle's safety is off, which it both is and isn't; as with the G3SG/1, the selector lever is pointed to where &amp;quot;S&amp;quot; ''should'' be, but that position has instead been re-marked &amp;quot;A&amp;quot;. This is bizarre it and of itself; the SSR normally uses a 2-position safe/semi trigger group, so one would have attach a normal [[SCAR-H]] lower receiver to an SSR upper to achieve this.]]&lt;br /&gt;
[[File:CSGO SSR Right.jpg|thumb|none|600px|Which might be why the upper and lower receivers aren't the same color, come to think of it.]]&lt;br /&gt;
[[File:CSGO SSR Firing.jpg|thumb|none|600px|Satisfied with his inspection, the FBI operative takes the shot. Or rather, the shots, since aiming apparently isn't a part of this whole ordeal anymore.]]&lt;br /&gt;
[[File:CSGO SSR Ejecting.jpg|thumb|none|600px|Having emptied his magazine, the CT dumps it out, while noting the complete lack of a follower.]]&lt;br /&gt;
[[File:CSGO SSR Reloading.jpg|thumb|none|600px|Next, he inserts what is most certainly a new, fresh, ammunition-filled magazine, and absolutely not just the same mag that he dropped off of the bottom of the screen for a few seconds.]]&lt;br /&gt;
[[File:CSGO SSR Releasing.jpg|thumb|none|600px|And, finally, an open-palmed smack of the bolt release; barring the automagically self-locking charging handle, this animation is lifted directly from the [[Mk. 18 Mod 0]].]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
As above with the submachine guns, shotguns award extra money on kills, in this case giving out 3x the money ($900 in Competitive Mode and $450 in Casual Mode).&lt;br /&gt;
&lt;br /&gt;
==Benelli Nova Tactical==&lt;br /&gt;
The [[Benelli Nova|Benelli Nova Tactical]] is an available pump-action shotgun, replacing the previous games' [[Benelli M3]]. Simply called the &amp;quot;Nova&amp;quot;, it has the tightest spread of all the game's shotguns; it's also the cheapest, costing a mere $1,050, though its poor fire-rate and armor penetration make it less effective against enemies who aren't equally strapped for cash. Being the M3's successor, it holds 8 rounds, even though the model has a standard 4-round tube magazine.&lt;br /&gt;
[[File:Nova.jpg |thumb|none|500px|Benelli Nova Tactical - 12 gauge]]&lt;br /&gt;
[[File:CSGO Nova Inspection.jpg|thumb|none|601px|Inspecting the Nova's model. At full size, the trademark on the side of the receiver can be seen; this reads &amp;quot;[!] BENETTI&amp;quot;, an obvious spoof of the correct &amp;quot;Benelli&amp;quot;.]]&lt;br /&gt;
[[File:CSGO Nova.jpg|thumb|none|601px|The Nova Tactical in first-person.]]&lt;br /&gt;
[[File:CSGO Nova Firing.jpg|thumb|none|601px|Firing the Nova at a glass observation booth to protest it not being enterable, and creating an impressive shower of sparks in the process.]]&lt;br /&gt;
[[File:CSGO Nova Cycling.jpg|thumb|none|601px|Following this somewhat pointless expression of anger, our misguided protestor ejects a shell. Note that the shotgun is held at an angle when ejecting spent shells...]]&lt;br /&gt;
[[File:CSGO Nova Pumping.jpg|thumb|none|601px|...as opposed to when it's drawn (or reloaded), where it's held level.]]&lt;br /&gt;
[[File:CSGO Nova Left.jpg|thumb|none|601px|Inspecting the Nova; the shotgun's false trademarks can also be seen here, albeit with some difficulty (though certain skins make it easier).]]&lt;br /&gt;
[[File:CSGO Nova Right.jpg|thumb|none|601px|The shotgun's other side. What appears at first to be an odd discoloration on the bolt is actually the player character's left glove; for some reason, part of the bolt is transparent, allowing the wielder's hands to be seen through it.]]&lt;br /&gt;
[[File:CSGO Nova Reloading.jpg|thumb|none|601px|Celebrating a victory over absolutely nothing by cramming twice as many shells into the magazine tube as it can actually hold.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns|Benelli M4 Super 90]] returns from prior ''CS'' games, now known as the &amp;quot;XM1014&amp;quot; (its US military designation during trials; once it was actually adopted, it became known as the &amp;quot;M1014&amp;quot;). It is the most expensive shotgun in the game (costing $2,000); conversely, it is also the weakest, dealing less damage per pellet than its competitors and firing 6 pellets per shot instead of the usual 8 or 9. However, it balances this out with a decent capacity (a correct 7 rounds), relatively good accuracy, and the highest rate of fire in its class by a substantial margin at 171 RPM. Interestingly, while both its description and its in-game behavior would suggest that it is erroneously depicted as fully-automatic (i.e. holding down M1 produces continuous fire), its animations show the player character pulling the trigger with each shot; this, coupled with the low rate of fire, suggest it to (correctly) be semi-automatic in-game.&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:CSGO XM1014 Inspection.jpg|thumb|none|600px|Inspecting the M4 Super 90. Note the magazine tube; while it, unlike many games, is an appropriate 7-shot tube, it appears to be a 4-shot civilian tube with an aftermarket extension rather than a factory 7-rounder (compare with the image above).]]&lt;br /&gt;
[[File:CSGO XM1014 Drawing.jpg|thumb|none|600px|An IDF operative drawing his XM1014, perched high atop a parked HMVW on de_shortdust. Unlike the game's other weapons, this is simply a draw animation, with no extra cocking required.]]&lt;br /&gt;
[[File:CSGO XM1014.jpg|thumb|none|600px|Idling with the shotgun.]]&lt;br /&gt;
[[File:CSGO XM1014 Shell.jpg|thumb|none|600px|Inspecting the Benelli starts out with a (blink-and-you'll-miss-it) shell falling out the bottom of the receiver for some reason...]]&lt;br /&gt;
[[File:CSGO XM1014 Left.jpg|thumb|none|600px|...followed by a display of some downright appalling trigger discipline...]]&lt;br /&gt;
[[File:CSGO XM1014 Right.jpg|thumb|none|600px|...and, finally, a charging handle that everyone seems to have forgotten about.]]&lt;br /&gt;
[[File:CSGO XM1014 Firing.jpg|thumb|none|600px|Growing restless, the operative decides to conduct the world's most pointless door breaching exercise.]]&lt;br /&gt;
[[File:CSGO XM1014 Reloading.jpg|thumb|none|600px|Reloading the XM1014. While the extra shells in the hand look neat, they're just for show; the actual shell being loaded is separate from the 3 in the hand, which are always present regardless of how many the player character needs and/or has. They also have struck primers and lack rims, as with the other shotguns; topping this all off is the fact that the bolt is never racked at any point in this animation, even when the weapon runs empty, which'd realistically render it unable to fire (since there'd be no round chambered).]]&lt;br /&gt;
[[File:CSGO XM1014 World.jpg|thumb|none|600px|A close look at the Benelli outside of the player character's hands reveals some interesting things; namely, there's a shell sitting on top of the loading gate...]]&lt;br /&gt;
[[File:CSGO XM1014 Bot.jpg|thumb|none|600px|...and that bots seem to have as much difficulty understanding the concept of a pistol grip on a shotgun as they do navigating small rooms with furniture in them.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A sawed-off [[Remington 870]] is the second pump-action shotgun featured in-game, available to the Terrorist faction; in-game, it is referred to simply as the &amp;quot;Sawed-Off&amp;quot;. It offers a low cost (only $1,100), an unrealistically high capacity for a sawed-off shotgun (7 rounds instead of 4 for this length of tube), and the highest damage in its class, but fire rate is rather low, its weight is somehow higher than any of the other shotguns, and it has the poorest accuracy and lowest range of any firearm in the game, making it lethal in close quarters but ineffective at distance.&lt;br /&gt;
[[File:SawnoffShotgun2.jpg|thumb|none|450px|Remington 870 with sawn-off barrel and stock - 12 gauge]]&lt;br /&gt;
[[File:CSGO 870 Inspection.jpg|thumb|none|600px|The Remington 870 in the inventory model viewer; unlike the image above, a portion of the stock is retained on this version, forming a bell shape at the base of the grip.]]&lt;br /&gt;
[[File:CSGO 870 Drawing.jpg|thumb|none|600px|Drawing the truncated 870 on ar_shoots, a process which consists of a dramatic over-the-shoulder pull, followed by a rack of the pump.]]&lt;br /&gt;
[[File:CSGO 870.jpg|thumb|none|600px|Suddenly realizing how alone he is in the world, the pirate stares off into the distance idly with his sawn-off.]]&lt;br /&gt;
[[File:CSGO 870 Left.jpg|thumb|none|600px|Quickly trying to avert his focus, the pirate decides to take a look at his shotgun. One of the game's more battered-up weapons, with visible wear marks, scratches, and light surface rust all over.]]&lt;br /&gt;
[[File:CSGO 870 Right.jpg|thumb|none|600px|Flipping the 870 over to the other side, showing off its unique one-handed inspection pose.]]&lt;br /&gt;
[[File:CSGO 870 Firing.jpg|thumb|none|600px|Blasting away at a... small, corrugated metal hut-thing? I guess?]]&lt;br /&gt;
[[File:CSGO 870 Cycling.jpg|thumb|none|600px|Working the action. Note that, despite the pump not being all the way back, a spent shell has already been ejected; the effect seems to trigger a few frames too early.]]&lt;br /&gt;
[[File:CSGO 870 Reloading.jpg|thumb|none|600px|Loading in some shells. It's a bit hard to see here, but the text on the side of the receiver reads &amp;quot;Ralphington 808 EXPRESS MAGNUM&amp;quot;, a copyright-dodging play on the real weapon's name. The use of magnum (i.e. 3-inch, or 76mm) 12 gauge shells would explain the weapon's tremendous damage, but renders the 7-round capacity all the more ludicrous.]]&lt;br /&gt;
[[File:CSGO 870 Pumping.jpg|thumb|none|600px|The reload, regardless of whether or not it was from empty, is concluded with another pump, albeit a bit less dramatic than those of the drawing and firing animations.]]&lt;br /&gt;
&lt;br /&gt;
==Techno Arms MAG-7==&lt;br /&gt;
The [[Techno Arms MAG-7]] appears in-game as the &amp;quot;MAG-7&amp;quot;, serving as the CT equivalent to the Terrorists' sawed-off [[Remington 870]] (i.e. a short-ranged, slow-firing, hard-hitting shotgun); while its capacity is lower than the Sawed-Off's (an appropriate 5 rounds, the lowest of all of the game's shotguns - this makes its reserve ammo count of 32 a bit odd), it is magazine-fed, making empty reloads shorter at the cost of longer partial reloads. It is also slightly more expensive (costing $1,300), does slightly less damage (though not enough so to make any particularly noticeable difference), is slightly lighter, and has notably better accuracy (which makes sense; much of the fabled inaccuracy of short-barreled shotguns comes from the poor state of the muzzle crown created by the process of sawing down the barrel, and professionally-manufactured short-barreled shotguns can be nearly as accurate as longer-barreled ones). Its high damage has more to do with game balance than any sort of logic, however; as normal shotgun shells (typically 2.75 inches, or 70mm) are too long to reasonably fit in a pistol-grip-inserted magazine and still leave the resultant weapon as something that normally-sized human hands can manipulate, the MAG-7 instead uses proprietary 2.36-inch (60mm) shells, with less power than the standard 2 3/4-inch ones.&lt;br /&gt;
[[File:Mag7.jpg|thumb|none|450px|Techno Arms MAG-7 - 12 gauge]]&lt;br /&gt;
[[File:CSGO MAG-7 Inspection.jpg|thumb|none|600px|The MAG-7 in the inventory model viewer. While a bit less beaten-up than most of the other shotguns, there are still some obvious wear marks - it's been heavily, yet respectfully, used.]]&lt;br /&gt;
[[File:CSGO MAG-7 Drawing.jpg|thumb|none|600px|Out on de_sugarcane, a GIGN operative draws his MAG-7 with a dramatic rack of the pump.]]&lt;br /&gt;
[[File:CSGO MAG-7.jpg|thumb|none|600px|He then realizes that he's facing in the complete wrong direction.]]&lt;br /&gt;
[[File:CSGO MAG-7 Left.jpg|thumb|none|600px|Now understandably a bit doubtful of himself, the operative checks to make sure that he's remembered to turn his shotgun's safety off.]]&lt;br /&gt;
[[File:CSGO MAG-7 Right.jpg|thumb|none|600px|And that he hasn't left its bolt at home.]]&lt;br /&gt;
[[File:CSGO MAG-7 Firing.jpg|thumb|none|600px|Finding all his ''canards'' in a row, he's soon blasting a fence with buckshot, and creating a suitably Hollywood-esque shower of sparks in the process.]]&lt;br /&gt;
[[File:CSGO MAG-7 Cycling.jpg|thumb|none|600px|Ejecting a shell, which looks a bit too long for something that's supposed to be 60mm.]]&lt;br /&gt;
[[File:CSGO MAG-7 Removing.jpg|thumb|none|600px|Pulling out an empty magazine...]]&lt;br /&gt;
[[File:CSGO MAG-7 Reloading.jpg|thumb|none|600px|...replacing it with a fresh one (which is, incidentally, also empty)...]]&lt;br /&gt;
[[File:CSGO MAG-7 Pumping.jpg|thumb|none|600px|...and finishing things off with a far less dramatic cycle of the pump handle. Note the nonexistent trigger discipline; this is actually correct, as the MAG-7's pump handle overlaps its trigger guard, so leaving one's finger alongside the trigger guard while working the action could prove to be exceptionally painful.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
''The LMGs in Counter-Strike: Global Offensive provide exceptional suppression due to their high ammo capacity of 100 or 150 rounds, but have high recoil and are highly uncontrollable during sustained fire. They also are hindered by their long reload times.''&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[M249 SAW]] is an available LMG, returning from the previous games; unlike previous games, however, the M249 in ''GO'' has a stock. At $5,200, it is the most expensive weapon in the game (the [[IMI Negev|Negev]] below once was, until its price was cut), and one of the most seldom-bought as a consequence. While its heavy weight and recoil, its slow reload, and the aforementioned price tag discourage most potential users, its massive capacity (100 rounds, half of what the modeled belt box is actually supposed to hold) makes it an excellent choice for suppressing and holding angles - or, at least, it would be, if the less-than-a-third-of-the-price Negev didn't exist.&lt;br /&gt;
&lt;br /&gt;
The M249 also serves as the basis for the sentry guns encountered in the Danger Zone gamemode; these have unlimited ammunition, despite their finitely-sized belt boxes.&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|FN M249 SAW with 200 round belt box - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO M249 Inspection.jpg|thumb|none|600px|Examining the M249's model; as with many of the game's weapons, it looks a bit worse for wear.]]&lt;br /&gt;
[[File:CSGO M249.jpg|thumb|none|600px|An SAS operative silently watches an apartment burn while holding an M249.]]&lt;br /&gt;
[[File:CSGO M249 Firing.jpg|thumb|none|600px|Adding insult to property damage, and dumping dozens upon dozens of rounds of 5.56 into the building. Note that, in a nice touch of detail, the belt visibly shortens as the gun runs out of ammo.]]&lt;br /&gt;
[[File:CSGO M249 Opening.jpg|thumb|none|600px|Reloading the SAW is a rather involved process; it starts with the player character opening the feed tray cover (with their hand actually in the correct position to hit the latches holding it shut, unlike many FPS characters).]]&lt;br /&gt;
[[File:CSGO M249 Removing.jpg|thumb|none|600px|Next, the old belt box is removed; this animation was evidently not designed with the depleting belt in mind.]]&lt;br /&gt;
[[File:CSGO M249 Box.jpg|thumb|none|600px|Following this, a new belt box is attached...]]&lt;br /&gt;
[[File:CSGO M249 Belt.jpg|thumb|none|600px|...the fresh belt is seated into the feed tray...]]&lt;br /&gt;
[[File:CSGO M249 Closing.jpg|thumb|none|600px|...the feed tray cover is slammed shut...]]&lt;br /&gt;
[[File:CSGO M249 Charging.jpg|thumb|none|600px|...and, finally, the charging handle is pulled. This exact animation is also used when the weapon is drawn.]]&lt;br /&gt;
[[File:CSGO M249 Light.jpg|thumb|none|600px|Reloading complete, the operative advances, only to encounter something not even the might of the M249 can destroy.]]&lt;br /&gt;
[[File:CSGO M249 Sentry.jpg|thumb|none|600px|One of the Danger Zone's sentry guns. What's that old expression, again? &amp;quot;Don't bring a hammer to a gunfight?&amp;quot;]]&lt;br /&gt;
[[File:CSGO M249 Receiver.jpg|thumb|none|600px|Later, a substantially better-equipped character happens upon a destroyed sentry gun...]]&lt;br /&gt;
[[File:CSGO M249 Forend.jpg|thumb|none|600px|...the process of which apparently severs the weapon cleanly in two where the barrel meets the receiver.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev Commando==&lt;br /&gt;
The [[IMI Negev|IMI Negev Commando]] is a new LMG available in ''CS:GO'', referred to in-game as the &amp;quot;Negev&amp;quot;. Originally, the Negev had a higher ROF than the [[M249]], but did less damage, had larger spread, and was the most expensive weapon in the game at $5,700. The weapon was later reworked with &amp;quot;suppressive&amp;quot; gameplay elements. Specifically, the recoil pattern of the Negev homes in onto a point slightly above the player's crosshair after 10 or more (ludicrously inaccurate) shots, unlike the recoil patterns for most other weapons which wildly fly from left to right. This allows it to shoot extremely accurately as long as the player does not move and prepares the weapon for firing beforehand. Its rate of fire was also cut from 1,000 RPM to just 800, and its price was slashed to $2,000, then again to a measly $1,700.&lt;br /&gt;
[[File:Negev commando.jpg|thumb|none|450px|IMI Negev Commando with 200-round cloth ammo bag and Meprolight red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:CSGO Negev Inspection.jpg|thumb|none|600px|The IMI Negev in the inventory model viewer; like the M249, it's rather worn and battered, with some visible surface rust.]]&lt;br /&gt;
[[File:CSGO Negev Drawing.jpg|thumb|none|600px|Guarding a peaceful picnic on de_overpass, a GSG-9 operative draws his Negev with a dramatic yank of the charging handle. As opposed to the manual forward-riding of the M249's charging handle, the Negev's is simply let go, and returns to battery of its own accord.]]&lt;br /&gt;
[[File:CSGO Negev.jpg|thumb|none|600px|This guard duty post would ultimately prove to be a bit pointless, since no terrorists actually showed up. Nor did anybody else.]]&lt;br /&gt;
[[File:CSGO Negev Left.jpg|thumb|none|600px|Growing bored, the operative decides to take a look at his LMG. Notably, the Negev is one of the few weapons in ''Global Offensive'' with non-obfuscated trademarks.]]&lt;br /&gt;
[[File:CSGO Negev Right.jpg|thumb|none|600px|The Negev's other side; the short barrel shows this to be the Commando variant.]]&lt;br /&gt;
[[File:CSGO Negev Firing.jpg|thumb|none|600px|Lashing out in anger at the multicolored balloons for triggering his latex allergies, the operative hoses down much of the picnic area in 5.56. Note that, like its Belgian classmate, the Israeli MG's belt visibly shortens as its remaining ammunition depletes.]]&lt;br /&gt;
[[File:CSGO Negev Opening.jpg|thumb|none|600px|Having successfully exhausted his entire 150-round belt, the operative begins a rather lengthy reload, starting with him popping open the feed tray cover.]]&lt;br /&gt;
[[File:CSGO Negev Removing.jpg|thumb|none|600px|Next, he removes the old ammo box; another trait shared with the M249 is the evident lack of consideration in this phase of the animation for the fact that the belt can deplete.]]&lt;br /&gt;
[[File:CSGO Negev Box.jpg|thumb|none|600px|Following this, a fresh belt box is brought in, complete with a locking block on top that is apparently painted in Vantablack.]]&lt;br /&gt;
[[File:CSGO Negev Belt.jpg|thumb|none|600px|The new belt is then laid into the feed tray...]]&lt;br /&gt;
[[File:CSGO Negev Closure.jpg|thumb|none|600px|...the feed tray cover finally gets some closure...]]&lt;br /&gt;
[[File:CSGO Negev Charging.jpg|thumb|none|600px|...and the charging handle gets racked again. Back to business as usual.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades/Explosives=&lt;br /&gt;
As with previous games, players may only hold one grenade of each type (except Flashbangs, of which they can hold 2). In Casual Mode, players may hold three grenades, while in Competitive Mode they may hold four.&lt;br /&gt;
==M112 C4 Demolition Charge==&lt;br /&gt;
The primary focus of &amp;quot;Defuse&amp;quot; and &amp;quot;Demolition&amp;quot; maps is, as the name would suggest, a bomb. This bomb, referred to in-game as the &amp;quot;C4 Explosive&amp;quot;, consists of 3 M112 C4 Demolition Charges (a US-issued pre-packaged block of C4) rigged to an improvised electronic detonator. The bomb is randomly issued to one Terrorist at the start of a round of either mode; it can only be placed on the ground, and only within specific, pre-defined areas known as &amp;quot;bomb sites&amp;quot; (of which there are two in Defuse mode, and only one in Demolition). Once planted, the C4 beeps repeatedly, with a small red light flashing in time (presumably to make it more apparent where the bomb is); it will explode within 40 seconds (formerly 45) unless a Counter-Terrorist defuses it, a process which takes 10 seconds (or 5 with the purchasable &amp;quot;Defuse Kit&amp;quot; item). For balance reasons, Counter-Terrorists cannot pick up the C4 if it is dropped, nobody can pick it up once it has been planted, gunshots and grenade explosions fail to move it when it is dropped, and it is ostensibly impossible to get rid of; areas where other objects can get stuck out of reach are frequently patched so as to make them impassible to C4, and throwing it outside of the map's boundaries (e.g. off the edge of de_vertigo's tower) will result in it teleporting back within the playable area.&lt;br /&gt;
&lt;br /&gt;
C4 charges are also available in Danger Zone; there, they can be placed anywhere, by anyone, at any time.&lt;br /&gt;
[[File:M112.jpg|thumb|none|400px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:CSGO C4 Inspection.jpg|thumb|none|600px|Inspecting the bomb in the inventory model viewer; at full size, the markings denoting the C4 charges as M112s can be clearly seen.]]&lt;br /&gt;
[[File:CSGO C4 Dropped.jpg|thumb|none|600px|Out on de_seaside, a Terrorist looks at a dropped C4 Explosive; this flashing white light doesn't seem to come from anywhere in particular, and is primarily meant to make dropped bombs easier to find.]]&lt;br /&gt;
[[File:CSGO C4.jpg|thumb|none|600px|Upon picking it up, the terrorist finds that the ghostly light acknowledges his presence, and accordingly shuts off.]]&lt;br /&gt;
[[File:CSGO C4 Arming.jpg|thumb|none|600px|Planting the bomb requires that the wielder crouch; the process starts with them opening and flipping a covered switch...]]&lt;br /&gt;
[[File:CSGO C4 Typing.jpg|thumb|none|600px|...and then punching in a code. This code is always the same - &amp;quot;7355608&amp;quot; - and appears in a number of other places in-game, particularly on weapon skins.]]&lt;br /&gt;
[[File:CSGO C4 Planted.jpg|thumb|none|600px|Interestingly, this code changes back to a bunch of asterisks the instant that the bomb is planted, despite it remaining visible for the entire planting animation; this could possibly be an attempt at concealing the code, although it might be smarter not to reveal the exact number of digits that it contains.]]&lt;br /&gt;
[[File:CSGO C4 Red.jpg|thumb|none|600px|Also, the ghostly sourceless light returns with a red-stained vengeance.]]&lt;br /&gt;
[[File:CSGO C4 Green.jpg|thumb|none|600px|Once it reaches the end of its 40-second countdown, the beeping becomes noticeably higher-pitched, and the light turns green.]]&lt;br /&gt;
[[File:CSGO C4 Explosion.jpg|thumb|none|600px|It then creates a spectacularly massive explosion. This large, fiery blast is generally handwaved by the presence of other explosives in the bomb sites (crates of fertilizer, boxes of artillery shells, etc.) which are conspicuously untouched by the blast. They also do the exact same thing in Danger Zone, regardless of where they're planted.]]&lt;br /&gt;
[[File:CSGO C4 Defuser.jpg|thumb|none|600px|Meanwhile, over in de_breach, the C4 is reaching its other potential outcome: defusal. After nearly two decades of defusing bombs by staring them into submission, an update added this small device (rather resembling an electrical multimeter) which attaches itself to the bomb with two wires, in two completely arbitrary locations; it's not exactly clear what this device is supposed to be doing, but it's better than nothing. Which is exactly what happens in first-person, for the record.]]&lt;br /&gt;
[[File:CSGO C4 Trailer.jpg|thumb|none|600px|Interestingly, the game's reveal trailer showed an entirely different model for the C4, with a larger, more complex detonator system and a timer display on its screen instead of a code display. Also note the wire cutters; while visually present as part of the Defuse Kit, they're never directly used in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is present in the game, being referred to as the &amp;quot;HE Grenade&amp;quot;, despite the actual M67 being a fragmentation grenade; this is supported by their in-game behavior, as they lack any sort of fragmentation effect, relying solely on the explosion itself to deal damage. Each one costs $300, and serves more to do early-round chip damage or to flush out wounded enemies than as an outright killing tool; in fact, the only way to actually kill an uninjured (and unarmored) enemy with a single grenade is to hit them directly, then have the grenade go off at their chest height.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|150px|M67 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CSGO M67 Pile.jpg|thumb|none|600px|The grenade-focused area of the training course includes this rather strange box of M67s; ignoring the serious safety/security risks of just leaving live hand grenades lying around, one has to wonder why so many of them are violating the laws of physics. These never deplete, and serve as an infinite source of grenades to throw.]]&lt;br /&gt;
[[File:CSGO M67.jpg|thumb|none|600px|Holding a baseball, the trainee turns to look at his field.]]&lt;br /&gt;
[[File:CSGO M67 Pulling.jpg|thumb|none|600px|Performing an action that many games seem to forget about (i.e. pulling out the pin)...]]&lt;br /&gt;
[[File:CSGO M67 Throwing.jpg|thumb|none|600px|...and letting a grenade fly.]]&lt;br /&gt;
[[File:CSGO M67 Explosion.jpg|thumb|none|600px|The results are fairly predictable, if a bit misleading as to how effective the grenades actually are in-game.]]&lt;br /&gt;
[[File:CSGO M67 Tossing.jpg|thumb|none|600px|Pressing the alternate fire key with a grenade will result in a slow underhand toss; while it makes sense with some of the less-lethal grenades, it's a bit more concerning with an explosive one.]]&lt;br /&gt;
[[File:CSGO M67 Wave.jpg|thumb|none|600px|Fortunately, the grenades' only means of producing shrapnel is to throw around props (which don't deal damage anyway), so this is slightly less unsafe than it would seem (which explains why there are targets so close to the throwing point). Note the spherical blast wave effect, which presumably helps to reinforce the idea that these are purely HE grenades, and not frag grenades.]]&lt;br /&gt;
[[File:CSGO Stocking.jpg|thumb|none|600px|Interestingly, on cs_militia (where it's perpetually Christmas for some reason), there's an unusable M67 in the leftmost fireplace-hung stocking, alongside a pristine &amp;quot;Lore&amp;quot;-skinned Bayonet, one of the optional reskins of the default knife.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
Unlike previous games, where the flashbangs were simply re-textured [[M7 CS gas grenade]]s or [[M18 smoke grenade]]s, ''Global Offensive'''s flashes are more appropriately modeled as [[M84 stun grenade]]s (albeit with one pin instead of two, as is common in games). Costing only $200, the M84 is an excellent tool for entering an occupied area, temporarily blinding any nearby enemies (or teammates, if you're not careful) that look at the explosion, and &amp;quot;deafening&amp;quot; (i.e. replacing all audio with a high-pitched ringing sound) anyone caught in the blast. Uniquely, two flashbangs can be carried at once in Competitive mode, but not in any other gamemode.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade.]]&lt;br /&gt;
[[File:CSGO M84.jpg|thumb|none|600px|Biding time in a bathroom on de_safehouse, a devious terrorist decides to take the &amp;quot;cherry bomb in a toilet&amp;quot; prank up a notch or seven.]]&lt;br /&gt;
[[File:CSGO M84 Pulling.jpg|thumb|none|600px|Giggling excitedly, he yanks out the pin...]]&lt;br /&gt;
[[File:CSGO M84 Pin.jpg|thumb|none|600px|...which does... this...]]&lt;br /&gt;
[[File:CSGO M84 Throwing.jpg|thumb|none|600px|...and throws the grenade in a manner which isn't particularly conducive to anything worthwhile.]]&lt;br /&gt;
[[File:CSGO M84 Tossing.jpg|thumb|none|600px|Realizing his mistake, the terrorist tries again, this time with an underhanded toss. To get an idea of what the grenade's effect looks like, set your cell phone's lock screen to pure, solid white, turn your brightness all the way up, and go to bed with an alarm set for 3:52 in the morning.]]&lt;br /&gt;
&lt;br /&gt;
===Decoy Grenade===&lt;br /&gt;
Decoy grenades are one of ''GO'''s new additions to the ''Counter-Strike'' series. They are identical to flashbangs in shape (only differing in paint scheme, with an orange center band instead of a blue-green one), cost a measly $50 (the single cheapest item in the game) and serve more to deceive enemies than to directly damage or impede them. When dropped, they make the same sounds as an actual flashbang; coupled with their identical silhouette, this can trick enemies into averting their eyes, allowing for faster-than-expected rushes. Following this, they will sporadically create sparks and smoke, whilst playing the firing sound effect of the most powerful weapon that the user had on their person upon throwing the grenade; this creates an enemy mark on the opposing teams' radars (regardless of whether or not anyone has a line of sight to it, unlike an actual player). After around 15 seconds of this, the grenade explodes, dealing a maximum of 5 damage in a minuscule radius; in spite of this, it creates a disproportionately loud noise and large visual blast effect.&lt;br /&gt;
[[File:CSGO Decoy.jpg|thumb|none|600px|Guarding a hostage in a rather dingy-looking bathroom on cs_milita, a terrorist brandishes his decoy.]]&lt;br /&gt;
[[File:CSGO Decoy Pin.jpg|thumb|none|600px|A late frame in the pin-pulling animation (shared between all of the game's grenades, rather obviously barring the Molotov Cocktail); at full size, it can be seen that the pin correctly has split wires extending to either side, which serve to help securely hold it in place. Unfortunately, this also means it's an error, since the way that these work is that they have to be bent flat while pulling out the pin.]]&lt;br /&gt;
[[File:CSGO Decoy Throwing.jpg|thumb|none|600px|Undeterred by this, the terrorist decides to try and break a gunshot-sensitive section of wall with his decoy's fake gunshots.]]&lt;br /&gt;
[[File:CSGO Decoy Sparking.jpg|thumb|none|600px|For a number of rather obvious reasons, this doesn't work, leaving the grenade sparking and &amp;quot;shooting&amp;quot; on the bathroom's tiled floor.]]&lt;br /&gt;
[[File:CSGO Decoy Tossing.jpg|thumb|none|600px|After engaging in a bit of ''*ahem*'' healthy, therapeutic release of anger, the terrorist gently tosses another decoy that he illegitimately acquired onto the floor...]]&lt;br /&gt;
[[File:CSGO Decoy Explosion.jpg|thumb|none|600px|...and watches its simultaneously over- and under-whelming explosion.]]&lt;br /&gt;
&lt;br /&gt;
==Model 5210 Smoke Grenade==&lt;br /&gt;
Replacing prior games' retextured [[M7 CS gas grenade]]s and [[M18 smoke grenade]]s, the smoke grenades in ''Global Offensive'' are [[Model 5210 Smoke Grenade]]s. Costing $300, smoke grenades are a critical tool for blocking enemy lines of sight, as well as one's own movements and/or hiding spots. They can also extinguish flames from incendiary grenades and Molotov cocktails; while a bit more on the &amp;quot;gamey&amp;quot; side of things in terms of its reliability and speed, this does make some sense, as the smoke could serve to displace nearby oxygen, cutting off the fire's supply. This does not, however, explain how player characters themselves can stand in smoke indefinitely without any problems breathing whatsoever.&lt;br /&gt;
[[File:Model 5210 White Smoke.jpg|thumb|none|150px|Model 5210 White Smoke Grenade]]&lt;br /&gt;
[[File:CSGO 5210.jpg|thumb|none|600px|Admiring de_nuke's underground reactor room, a counter-terrorist clutches his Model 5210.]]&lt;br /&gt;
[[File:CSGO 5210 Pulling.jpg|thumb|none|600px|Deciding that he should be the only one who can bear witness to such beauty, the operative pulls the pin...]]&lt;br /&gt;
[[File:CSGO 5210 Throwing.jpg|thumb|none|600px|...and lets a grenade fly. Note that the pin and spoon are correctly shown as absent on the thrown model; interestingly enough, the area underneath where the spoon would normally sit is slightly darker than the rest of the grenade, as if it were always in the spoon's shadow.]]&lt;br /&gt;
[[File:CSGO 5210 Smoke.jpg|thumb|none|600px|The smoke cloud produced by a grenade; despite being labeled as white smoke grenades, the smoke that they release in-game is gray. It lasts for 18 seconds, and is released near-instantaneously, creating the pressure wave effect seen here for some reason.]]&lt;br /&gt;
[[File:CSGO 5210 Tossing.jpg|thumb|none|600px|Realizing that he's made himself unable to see the reactor in the process, the counter-terrorist sadly tosses another smoke on the ground; this is one of the only grenades where this function is actually particularly useful.]]&lt;br /&gt;
&lt;br /&gt;
===Incendiary Grenade===&lt;br /&gt;
The CTs' incendiary grenades share a model with the Model 5210 smokes, but use different textures that incorrectly state them to be [[AN/M14 incendiary grenade]]s. Incendiary grenades provide incremental damage to the target whilst in the flame, but their biggest appeal is the ability to detour and even hold back the opposing team from approaching a certain area for about 10 seconds. When used in conjunction with the rest of one's team, it is possible to keep the opposing team from approaching a certain area for almost a minute. The Terrorist team uses nearly functionally-identical Molotov cocktails, which cost $200 less ($400 instead of the incendiaries' $600 price tag). Due to this functional identicality, the incendiary grenades oddly detonate on impact, and do so with a glass-breaking sound. Their behavior as antipersonnel/area-denial munitions is also not really in line with the purpose of most modern incendiary grenades; the AN/M14, for instance, is not so much a proper grenade as it is a convenient, pre-packaged can of thermite meant for destroying enemy equipment.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|150px|AN/M14 incendiary grenade, for comparison.]]&lt;br /&gt;
[[File:CSGO Incendiary.jpg|thumb|none|600px|Out in the cold on cs_office, an FBI SWAT member eyes a suspicious-looking snowman while holding his not-an-AN/M14.]]&lt;br /&gt;
[[File:CSGO Incendiary Pulling.jpg|thumb|none|600px|Taking no chances, he pulls out the pin...]]&lt;br /&gt;
[[File:CSGO Incendiary Throwing.jpg|thumb|none|600px|...and makes Frosty a fair bit less so. Note the fire coming out of the top of the grenade, presumably a side-effect of it using the Molotovs' code as a base.]]&lt;br /&gt;
[[File:CSGO Incendiary Fire.jpg|thumb|none|600px|Watching the world burn, in a manner rather inconsistent with how the AN/M14 is supposed to work.]]&lt;br /&gt;
[[File:CSGO Incendiary Tossing.jpg|thumb|none|600px|The CT then makes a rather serious miscalculation. Note that, in spite of the animation of it being pulled, the thrown model of the incendiary grenade still has a pin and a spoon; this may be another result of it sharing code with the Molotovs.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Advanced Taser M26==&lt;br /&gt;
A fictional model of Taser known as the &amp;quot;Zeus x27&amp;quot;, based on the [[Taser|Advanced Taser M26]], is available to both teams, bought from the &amp;quot;Gear&amp;quot; buy menu screen (alongside other equipment, such as body armor and helmets) and equipped in the same slot as the knife (pressing the knife slot key switches between the knife and the taser). It costs $200, and awards exactly zero for a kill, the only weapon in the entire game with such a property. Its behavior in-game is somewhat bizarre; compared to an actual Taser, it has an incredibly short effective range (only being able to hit enemies within roughly the same distance as a knife); outside of a ''very'' small window at the extreme edge of its range where it will deal heavy, yet non-fatal damage, it is a guaranteed instant kill upon use. After said use, it is discarded immediately, lacking any sort of ability to reload. Prior to a patch, the Zeus couldn't be bought in Competitive mode; prior to another, later one, the Zeus could be picked up through walls when dropped, allowing it to be used as a way of detecting hiding enemies.&lt;br /&gt;
&lt;br /&gt;
A rather strange rechargable version was available in &amp;quot;Stab Stab Zap&amp;quot; gamemode, active during the Operation Hydra season. On this model, the green decal on the back of the gun was replaced with a charging indicator; after firing, the charging bar emptied and filled back up for 30 seconds, after which it could be fired again. A real taser fires non-reusable darts, and can be reloaded by switching out the cartridge, but this behavior is not emulated by either of the two in-game variants.&lt;br /&gt;
[[File:AdvancedM26.jpg|thumb|none|350px|Advanced Taser M26]]&lt;br /&gt;
[[File:CSGO X27 Inspection.jpg|thumb|none|600px|The &amp;quot;Zeus x27&amp;quot; (or &amp;quot;Zeuss&amp;quot;, if the markings are anything to go by) in the inventory model viewer. The main modifications to the original design are in general profile, being somewhat more pistol-shaped than the original; this was likely done to reuse the existing hand positions for the in-game pistols.]]&lt;br /&gt;
[[File:CSGO X27 Drawing.jpg|thumb|none|600px|Looking down a sightline rather longer than he's equipped to deal with, a terrorist on cs_assault shows that it doesn't reuse ''all'' of the pistols' animations; as it rather obviously doesn't have a slide to rack, the Zeus is simply drawn when selected.]]&lt;br /&gt;
[[File:CSGO X27.jpg|thumb|none|600px|That being said, the idle position is more or less identical. Note the HUD icon, which appears to have been referenced from an actual M26.]]&lt;br /&gt;
[[File:CSGO X27 Firing.jpg|thumb|none|600px|Firing the x27 at nothing in particular; the panels at the front of the cartridge fly out, a bright blue flash appears, and that's about it.]]&lt;br /&gt;
[[File:CSGO X27 Attacking.jpg|thumb|none|600px|Frying an unsuspecting FBI operative; when fired at an enemy (or anything within range, really), the Zeus produces a visual effect of two bright, glowing lines from muzzle to target, presumably meant to represent a Taser's pair of barbed wires. Exactly why these don't show up when firing into open air isn't really clear, though given its short range, visual effects, and non-non-lethal properties, it wouldn't be too much of a stretch to say that it's actually supposed to be conducting electricity over open air instead of wires.]]&lt;br /&gt;
[[File:CSGO X27 Dropped.jpg|thumb|none|600px|Once fired, the Zeus is unceremoniously dropped on the floor, with its name appearing whenever the player hovers their crosshair over it up close; despite having just been fired, the two panels at the front of the cartridge are still present and intact.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A Beretta 92FS is present on a sign on the map Bank.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:CS_GO_Beretta_Sign.jpg|thumb|none|600px|A terrorist contemplates the &amp;quot;No Weapons&amp;quot; sign on the side of a bank.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
A 3rd-gen compact Glock appears on a sign on the map Office.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|350px|Glock 19 - 9x19mm]]&lt;br /&gt;
[[File:CSGO Glock Sign.jpg|thumb|none|600px|&amp;quot;No firearms allowed on premises? Aw, shucks. Oh well, I guess we'll just terrorize some other place that lets us bring guns there.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR ==&lt;br /&gt;
The [[FN SCAR-L]] does not appear in the game itself, but is featured on the logo.&lt;br /&gt;
[[Image:FN SCAR-L (Standard).jpg|thumb|450px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Csgo_logo.jpg|thumb|none|600px|The old Scaleform CSGO intro. Note the game icon; the silhouette of a SCAR Mk.16 can be seen. The older CS logos feature a CT with an MP5 instead, for the record.]]&lt;br /&gt;
&lt;br /&gt;
==French Model 1842 Percussion Musket==&lt;br /&gt;
A sporterized French Model 1842 Percussion Musket is one of the antique long guns inside a cabinet in the Militia map. This cabinet and the guns inside are reused assets from [[Counter-Strike: Source]].&lt;br /&gt;
[[File:French M1842 percussion musket.jpg|thumb|none|500px|Sporterized French Model 1842 Percussion Musket - .75 caliber]]&lt;br /&gt;
[[File:CSGO Cabinet.jpg|thumb|none|600px|The French Model 1842 Percussion Musket can be faintly seen in the cabinet in Militia, on the left.]]&lt;br /&gt;
[[File:CSGO Cabinet Closeup.jpg|thumb|none|600px|Close up of the cabinet.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Fraser &amp;amp; Company Drop Block Single Shot Rifle==&lt;br /&gt;
A Daniel Fraser &amp;amp; Company Drop Block Single Shot Rifle is the other gun inside the same cabinet, right beside the Model 1842 musket.&lt;br /&gt;
[[File:DanielFraserRifle.jpg|thumb|none|500px|Daniel Fraser &amp;amp; Company Drop Block Single Shot Rifle - .400/360 Nitro Express]]&lt;br /&gt;
[[File:CSGO Cabinet.jpg|thumb|none|600px|The Daniel Fraser &amp;amp; Company Drop Block Single Shot Rifle can also be faintly seen in the cabinet in Militia, on the right.]]&lt;br /&gt;
[[File:CSGO Cabinet Closeup.jpg|thumb|none|600px|Close up of the cabinet.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2==&lt;br /&gt;
The [[Browning M2]] is seen mounted on APC environmental props in a few different maps.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:Csgo_m2.jpg|thumb|none|600px|An M2 mounted on an FBI Hostage Rescue Team's APC in Militia.]]&lt;br /&gt;
&lt;br /&gt;
==DShKM==&lt;br /&gt;
Some technicals can be found as environmental props on a few different maps. They are mounted with low-detail [[DShKM]] machine guns.&lt;br /&gt;
[[File:DSHK.jpg|thumb|none|450px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:CS GO Technical.jpg|thumb|none|600px|A terrorist notices the DShKM, and immediately wishes that it was usable.]]&lt;br /&gt;
[[File:CS GO Technical Scoped.jpg|thumb|none|600px|A close-up, as seen through a scope.]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the map de_cbble. They are purely decorative, and cannot be used.&lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|500px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:CSGO Cobble Cannon.jpg|thumb|none|600px|A counter-terrorist examines both his CZ-75 Automatic and one of the castle's 2 cannons, both of which are located at Bombsite A.]]&lt;br /&gt;
&lt;br /&gt;
{{Counter-Strike Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1401907</id>
		<title>Talk:Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1401907"/>
		<updated>2021-02-27T23:42:02Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Official ZRG 20mm footage and LC10's lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Miscellaneous =&lt;br /&gt;
== US Air Force Pilot Survival Knife ==&lt;br /&gt;
A US Air Force Pilot Survival Knife issued to US Air Force jet pilots flying over Vietnam is carried by Sims and Adler during their time in Vietnam and Sims' knife is even featured as evidence for the campaign mission &amp;quot;Fracture Jaw&amp;quot;. Woods and Adler also carry such knives, presumably their own knives from Vietnam, in the 1981 segments of the campaign.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period US Military Tomahawk ==&lt;br /&gt;
A tomahawk based on those used by US forces during the Vietnam War is available in multiplayer.&lt;br /&gt;
&lt;br /&gt;
== Hybrid AK Bayonet ==&lt;br /&gt;
What appears to be a hybrid between the basic AK-47 bayonet and the AKM Type II Bayonet is tossed by operators in the multiplayer lobby. A proper AKM Type II Bayonet also appears as the &amp;quot;Anime Assassin&amp;quot; blueprint for the knife and the same model is also used by Kravchenko in the zombie mode cutscenes.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 bayonet with scabbard.]]&lt;br /&gt;
&lt;br /&gt;
== Shtrafbat Knife ==&lt;br /&gt;
What appears to be a Russian Shtrafbat knife is used by Spetsnaz operatives to dispatch the walkman using US soldier in the multiplayer reveal trailer and is carried by multiplayer operator Stone inaccurately in a [http://monkeyedgeblog.com/cool-guy-kit-the-raf-aircrew-knife-as-used-by-the-sas/ RAF aircrew knife sleeve sewn sheath]. It is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
== Vietnam War Period MACV-SOG Knife ==&lt;br /&gt;
A Vietnam War period MACV-SOG knife is carried by multiplayer operatives Sims and Stone.&lt;br /&gt;
&lt;br /&gt;
== Ontario SP1 Marine Combat Knife ==&lt;br /&gt;
The same Ontario SP1 Marine Combat Knife from ''Modern Warfare Remastered'' is reused in the campaign. Mason takes one from a dead enemy operative at the beginning of &amp;quot;Nowhere Left to Run&amp;quot; and can use it throughout the mission. Adler can potentially also use one on Bell in &amp;quot;Ashes to Ashes&amp;quot;. It's appearance in the 1980s is anachronistic.&lt;br /&gt;
[[Image:Ontario SP1 Marine Combat Knife.jpg|thumb|none|400px|An Ontario SP1 Spec Plus Marine Combat Knife.]]&lt;br /&gt;
&lt;br /&gt;
== Unidentified Knife ==&lt;br /&gt;
The basic knife of the game is of unknown model but appears to be based on vintage [https://www.ebay.com/itm/293732635691 Swimaster diving knives].&lt;br /&gt;
&lt;br /&gt;
== Tru-Bal Throwing Knife ==&lt;br /&gt;
A Tru-Bal throwing knife is used by Bell to eliminate Vietcong fighters in the Vietnam War flashbacks.&lt;br /&gt;
&lt;br /&gt;
== Tessina Camera ==&lt;br /&gt;
A 35mm Tessina L camera is used in the campaign to take photos of various objects of interest. The Tessina was introduced in 1957 and was [https://petapixel.com/2011/03/11/actual-spy-cameras-used-by-the-cia/ actually used by the CIA].&lt;br /&gt;
&lt;br /&gt;
== R-77 Missile ==&lt;br /&gt;
Fictionalized R-77 missiles are delivered by MiG-23 jet fighters as the &amp;quot;Cruise Missile&amp;quot; scorestreak.&lt;br /&gt;
&lt;br /&gt;
== M1942 Machete ==&lt;br /&gt;
An M1942 Machete is carried by Adler in &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= Attachments =&lt;br /&gt;
== Optics ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Microflex LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Microflex LED&amp;quot; is loosely based on the Docter or Noblex quicksight red dot for shotguns with the lens having a more conventional shape similar to the traditional Sightmark Sureshot Reflex Sight/Adco SOLO Sight. All of these red dot models are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== C79 Optical Sight ===&lt;br /&gt;
The C79 Optical Sight appears as the &amp;quot;Visiontech 2x&amp;quot;. It is slightly anachronistic as it was introduced towards the end of the Cold War, in 1989.&lt;br /&gt;
&lt;br /&gt;
=== Colt Scope ===&lt;br /&gt;
The Colt scope appears as &amp;quot;Axial Arms 3x&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Elbit Falcon ===&lt;br /&gt;
The Israeli Elbit Falcon sight appears as the &amp;quot;Millstop Reflex&amp;quot;, and its description describes that it is produced in the USA instead of Israel. Unlike in the first Black Ops, however, this time its appearance might not be anachronistic since this game has 1980s segments.&lt;br /&gt;
&lt;br /&gt;
=== Kobra Red Dot Sight ===&lt;br /&gt;
The anachronistic Russian Kobra red dot sight appears as the &amp;quot;Kobra Red Dot&amp;quot; and its description mentions inaccurately that it is of Soviet origin; the real Kobra was developed in the 1990s or 2000s, after the collapse of the Soviet Union. This time it is depicted with its proper circular tube unlike the earlier ''Black Ops'' iteration which had a fictional squareish shape.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sillix Holoscout&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sillix Holoscout&amp;quot; appears to be inspired by the Steiner Optics CQT and DRS 1X. However, this is anachronistic as the CQT was unveiled at Shot Show 2019 and the overall design is too modern for the Cold War era.&lt;br /&gt;
&lt;br /&gt;
=== SUIT Sight ===&lt;br /&gt;
The SUIT sight appears as the &amp;quot;Royal &amp;amp; Kross 4x&amp;quot;. The real scope's right side is depicted being on the left in game.&lt;br /&gt;
&lt;br /&gt;
=== Tasco Red Dot Scope ===&lt;br /&gt;
On handguns, the &amp;quot;Millstop Reflex&amp;quot; sight takes the form of a Tasco Red Dot Scope. It's anachronistic considering the fact that it was first released in 1994.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Quickdot LED&amp;quot; ===&lt;br /&gt;
The &amp;quot;Quickdot LED&amp;quot; appears to be inspired by the C-More red dot sight. This is anachronistic as the C-More was introduced in 1993.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Hawksmoor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Hawksmoor&amp;quot; appears to be a fictional and generic machinegun red dot sight combining elements from DCL110AD-3X and Trijicon MGRS Machine Gun Reflex Sight and a battery compartment resembling Meprolight Mepro M5 red dot sight. Even though it is based mainly on MG red dot sights, which are typically larger, the in game sight is depicted as being significantly smaller as to pass for a regular red dot sight. All of the referenced models and the concept of an MG red dot sight itself are heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Rusak Red Dot Sight ===&lt;br /&gt;
The &amp;quot;Diamondback Reflex&amp;quot; is loosely based on the Russian Rusak red dot sight which appears to be anachronistic as these were produced in the early 90s. It is also depicted with an English on/off switch, suggesting that it is a Western bloc equipment rather than an Eastern bloc equipment in-fiction. It is available only to SMGs.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
A stylized Russian OKP-7 red dot appears as the &amp;quot;Fastpoint Reflex&amp;quot;. It's appearance is most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== SUSAT Scope ===&lt;br /&gt;
The SUSAT scope appears as the &amp;quot;SUSAT Multizoom&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== AN/PVS-4 ===&lt;br /&gt;
The AN/PVS-4 appears as the &amp;quot;AN/PVS-4 Thermal&amp;quot;. In reality, the AN/PVS-4 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with a non standard reticle while its proper one is inaccurately used on the game's depiction of the 1PN58 scope. The colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
=== 1PN58 ===&lt;br /&gt;
The 1PN58 scope appears as the &amp;quot;Noch Sova Thermal&amp;quot;. In reality, the 1PN58 is a night vision device that doesn't have thermal capabilities and as such can't work during day time. It is depicted with the fine crosshair reticle of the AN/PVS-4 instead of its proper one and the colors used with its fictional thermal mode appear to be based on the thermal mode of the biomasks from the ''Predator'' franchise.&lt;br /&gt;
&lt;br /&gt;
== Muzzle devices ==&lt;br /&gt;
=== &amp;quot;Agency Choke&amp;quot; ===&lt;br /&gt;
The &amp;quot;Agency Choke&amp;quot; (&amp;quot;Agency Whisper Choke&amp;quot; previously) is based on the SilencerCo Salvo 12 shotgun suppressor. Its depiction in the 1980s is anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Sound Suppressor&amp;quot; ===&lt;br /&gt;
The &amp;quot;Sound Suppressor&amp;quot; is based on the A-Tec A12 shotgun suppressor. It is anachronistic as the aforementioned SilencerCo Salvo 12 introduced in 2014 is the first dedicated shotgun suppressor and the A12 was likely introduced after that.&lt;br /&gt;
&lt;br /&gt;
=== Sionics Two-Stage Sound Suppressor ===&lt;br /&gt;
The Sionics Two-Stage Sound Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot;. Strangely, it can't be attached to the MAC 10 but is attachable to rifles which is dubious to work in reality.&lt;br /&gt;
&lt;br /&gt;
=== PBS-4 ===&lt;br /&gt;
The PBS-4 appears as the &amp;quot;GRU Suppressor&amp;quot; (&amp;quot;Agency Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
&lt;br /&gt;
=== PBS-1 ===&lt;br /&gt;
The PBS-1 appears as the &amp;quot;Suppressor&amp;quot; (&amp;quot;Silencer&amp;quot; previously) for Eastern bloc weapons and the FARA 83.&lt;br /&gt;
&lt;br /&gt;
=== .45 ACP Knight's Armament Suppressor ===&lt;br /&gt;
The .45 ACP Knight's Armament Suppressor appears as the &amp;quot;Agency Suppressor&amp;quot; for handguns.&lt;br /&gt;
&lt;br /&gt;
=== Wilson Combat Multi-Comp Bushing Compensator ===&lt;br /&gt;
The Wilson Combat Multi-Comp Bushing Compensator appears as the &amp;quot;Muzzle Brake .45 APC&amp;quot; for the M1911. It is anachronistic as it was introduced at some point in the late 2000s.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Flashguard 5.56&amp;quot; ===&lt;br /&gt;
The &amp;quot;Flashguard 5.56&amp;quot; used on western assault rifles is based on the old M16 3 prong flash hider but it's incorrectly depicted with 4 prongs.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
=== A1 Pistol Grip ===&lt;br /&gt;
A slightly modified A1 pistol grip is featured as the &amp;quot;SFOD Speedgrip&amp;quot; (&amp;quot;MI6 Ergonomic Grip&amp;quot; in the alpha) for Western weapons and the &amp;quot;Spetsnaz Speedgrip&amp;quot; for the FARA 83. Using A1 grips as foregrips was actually something done by the MACV-SOG during the Vietnam War so this can be considered the only foregrip that is period appropriate in the whole game.&lt;br /&gt;
&lt;br /&gt;
=== XM148 grenade launcher grip ===&lt;br /&gt;
An [[XM148 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for western weaponry.&lt;br /&gt;
&lt;br /&gt;
=== BS-1 grenade launcher grip ===&lt;br /&gt;
A [[BS-1 grenade launcher]] grip appears as the &amp;quot;Infiltrator Grip&amp;quot; (known as &amp;quot;Marshal Foregrip&amp;quot; in the alpha) and &amp;quot;Red Cell Foregrip&amp;quot; for eastern bloc weaponry.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Front Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Front Grip&amp;quot; is essentially a chopped AIM grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Patrol Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on western weapons is a modified FN Minimi style grip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Patrol Grip&amp;quot; used on eastern bloc weapons is an AKM-63 foregrip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Foregrip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Foregrip&amp;quot; appears to be inspired by the aluminum Kley Zion or LMT grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Field Agent Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Field Agent Grip&amp;quot; used on western weapons is an FN FAL grip.&lt;br /&gt;
&lt;br /&gt;
=== Knight's Armament Vertical Grip ===&lt;br /&gt;
A stylized Knight's Armament vertical grip appears as the &amp;quot;Field Agent Grip&amp;quot; and &amp;quot;Foregrip&amp;quot; for the QBZ.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Bruiser Grip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Bruiser Grip&amp;quot; resembles Delrin Vertical Grip but depicted smaller as a stubby style grip.&lt;br /&gt;
&lt;br /&gt;
== Magazines ==&lt;br /&gt;
=== SureFire MAG5-60 ===&lt;br /&gt;
The SureFire MAG5-60 appears as the &amp;quot;STANAG 50 Rnd&amp;quot; and &amp;quot;STANAG 54 Rnd&amp;quot; magazines for the western assault rifles and the M16A2 respectively. Presumably due to gameplay balancing, instead of the proper 60 rounds they hold only 50 and 54 respectively. The SureFire MAG5-60 is anachronistic for the 1980s as it was introduced in 2010 and the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== Airsoft 850 round FAT magazine ===&lt;br /&gt;
A fictional magazine which is essentially a standard STANAG modified into airsoft 850 round FAT magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for western assault rifles. This is technically anachronistic as the concept of a quad stack STANAG magazine didn't exist back then.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm steel 40 round magazine ===&lt;br /&gt;
A 7.62x39mm steel 40 round magazine appears as the &amp;quot;40 Rnd&amp;quot; magazine for the AK-47. It is notably one of the few extended magazine attachments in the game to hold correct amount of rounds.&lt;br /&gt;
&lt;br /&gt;
=== 7.62x39mm Drum (converted) ===&lt;br /&gt;
A [http://forum.militaryparitet.com/viewtopic.php?id=27940 7.62x39mm drum magazine converted to accept 5.45x39mm] ammunition is used as the &amp;quot;40 Rd Drum&amp;quot; and &amp;quot;STANAG 50 Rd Drum&amp;quot; magazine attachments for the AKS-74U. In reality these drums typically hold 75 rounds while the game's attachments incorrectly have only 40 and 50 rounds respectively, presumably for gameplay balance. The conversion of 7.62x39mm drums to 5.45x39mm can be considered to be anachronistic as this appears to be a modern practice done by civilian vendors and gunsmiths.&lt;br /&gt;
&lt;br /&gt;
=== Gurttrommel 34 ===&lt;br /&gt;
A stylized, backwards facing ''Gurttrommel 34'' is used as the &amp;quot;40 Rd Drum&amp;quot; magazine attachment for the QBZ rifle, including a magazine column and a feed system as the actual drum is just a belt container. It still has the latch for locking into German MG belt feed trays.&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW QBZ drum.jpg|thumb|none|600px|The attachment's description further implies it is a ''helical'' magazine...]]&lt;br /&gt;
&lt;br /&gt;
=== RPD Drum (modified) ===&lt;br /&gt;
The QBZ's &amp;quot;STANAG 50 Rd Drum&amp;quot; appears to be a fictionalized and shrunken RPD drum magazine.&lt;br /&gt;
&lt;br /&gt;
=== MPA22-T Magazine ===&lt;br /&gt;
The MAC 10's &amp;quot;43 Rnd Speed Mag&amp;quot; and &amp;quot;Salvo 53 Rnd Fast Mag&amp;quot; appear to be based on the Masterpiece Arms MPA22T pistol. This is anachronistic as the MPA22T was only prototyped in January 2010.&lt;br /&gt;
&lt;br /&gt;
=== Suomi Magazine (converted) ===&lt;br /&gt;
A 9x19mm 72-round Suomi drum magazine converted to be used with Uzi appears as the drum magazine attachments for the Socimi and MAC-10. Presumably due to gameplay balancing, instead of the proper 72 rounds they hold 45 or 55 for the Socimi and 43 or 53 for the MAC-10. In reality, these conversions are made by Vector Arms and C&amp;amp;S Metall Werkes using preban (1994) Suomi drums which means that they are most likely anachronistic for the game.&lt;br /&gt;
&lt;br /&gt;
=== Magpul 7.62/.308 10 round Gen 3 PMAG ===&lt;br /&gt;
A Magpul .308 Gen 3 PMAG is available as the &amp;quot;STANAG 9&amp;quot; magazine for the LW3 &amp;quot;Tundra&amp;quot;. The &amp;quot;Salvo 9 Rnd Fast Mag&amp;quot; is also the same model but somewhat shortened. It is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== X-Products 9mm 50 round drum ===&lt;br /&gt;
An [https://www.tactical-life.com/gear/x-products-mp5-drum-mag/ X-Products 9mm 50 round drum] is available as the &amp;quot;STANAG 50 Rnd Drum&amp;quot; magazine for the MP5. The &amp;quot;40 Rnd Drum&amp;quot; is also the same model but with its front part being hybridized with a Beta-C magazine. It is heavily anachronistic as it was introduced in 2014.&lt;br /&gt;
&lt;br /&gt;
== Barrels ==&lt;br /&gt;
=== TEC-9 barrel &amp;amp; shroud ===&lt;br /&gt;
A TEC-9 style barrel and shroud are used as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== Fluted AR barrel ===&lt;br /&gt;
Custom AR pattern fluted barrels appear as the &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Strike Team&amp;quot; barrel attachments for western rifles. This is most likely anachronistic as fluted AR barrels appear to be a modern thing.&lt;br /&gt;
&lt;br /&gt;
=== AK &amp;quot;Swiss Grater&amp;quot; Upper Handguard ===&lt;br /&gt;
What is known as &amp;quot;Swiss Grater&amp;quot; Upper Handguard for AK weapons appears as &amp;quot;Cavalry Lancer&amp;quot; and &amp;quot;Paratrooper&amp;quot; barrel attachments for the AK-74u. Similar devices can also be installed on the Remington and Arctic Warfare as the &amp;quot;Ultralight&amp;quot;, &amp;quot;Tiger Team&amp;quot; and &amp;quot;Hammer Forged&amp;quot; barrel attachments.&lt;br /&gt;
&lt;br /&gt;
=== MAC-10 barrel extension ===&lt;br /&gt;
A MAC-10 barrel extension is used as the &amp;quot;Takedown&amp;quot; barrel attachment for western SMGs.&lt;br /&gt;
&lt;br /&gt;
=== M249 heat shield ===&lt;br /&gt;
An M249 machine gun heat shield can be installed on the Remington and Arctic Warfare as the &amp;quot;Cavalry Lancer&amp;quot;, &amp;quot;Reinforced Heavy&amp;quot; and &amp;quot;Rapid Fire&amp;quot; barrel attachments. It is depicted with incorrect number of vent holes when used on the Remington but it is correct when used on the Arctic Warfare. It's appearance is slightly anachronistic as it was introduced after 1985.&lt;br /&gt;
&lt;br /&gt;
== Laser Sights &amp;amp; Flashlights==&lt;br /&gt;
=== Generic Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; and &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on eastern bloc weapons appear to be a fictional and generic design loosely based on modern laser pointers with adjustment knobs. Such a compact and practical laser design is anachronistic for the setting, as the earliest laser sights of this kind were 90s laser sights such as the SureFire L70 or L75, which were introduced in 1990 and 1991 respectively.&lt;br /&gt;
&lt;br /&gt;
=== AN/PAQ 4C Laser Sight ===&lt;br /&gt;
The &amp;quot;Steady Aim Laser&amp;quot; used on western weapons is loosely based on the Insight Technology AN/PAQ 4C laser sight. It is anachronistic as it was produced in 1993-1999.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;SWAT 5mw Laser Sight&amp;quot; ===&lt;br /&gt;
The &amp;quot;SWAT 5mw Laser Sight&amp;quot; used on western weapons is loosely based on the Steiner DBAL and the Steiner Offset Tactical Aiming Laser, which is heavily anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== Maglite Flashlight ===&lt;br /&gt;
A small Maglite C-cell flashlight appears as the &amp;quot;Mounted Flashlight&amp;quot;. The C-cell Maglite itself is period appropriate as it was introduced in 1981, however, it is mounted via a SureFire barrel clamp. A SureFire flashlight being mounted to the barrel was a configuration which was actually utilized in the 90s for example by Delta operators during the Battle of Mogadishu in 1993.&lt;br /&gt;
&lt;br /&gt;
=== Revolver laser sights ===&lt;br /&gt;
The various laser sights for the &amp;quot;Magnum&amp;quot; revolver appear to be inspired by the LaserLyte and LaserMax side mounted lasers for revolvers. This is anachronistic as neither the technology nor the concept for such compact side mounted revolver lasers existed back in the 80s.&lt;br /&gt;
&lt;br /&gt;
=== Imatronic LS45 laser sight ===&lt;br /&gt;
The &amp;quot;Ember Sighting Point&amp;quot; is based on the Imatronic LS45 laser sight but is depicted as being somewhat smaller than in reality.&lt;br /&gt;
&lt;br /&gt;
== Stocks ==&lt;br /&gt;
=== &amp;quot;SAS Combat Stock&amp;quot; ===&lt;br /&gt;
The &amp;quot;SAS Combat Stock&amp;quot; for the MAC-10 is based on the stocks of Masterpiece Arms MAC-10 style carbines and Leinad Cobray CM-11/TM-11.&lt;br /&gt;
&lt;br /&gt;
=== ACE Skeleton Entry Stock ===&lt;br /&gt;
The ACE Skeleton Entry Stock appears as the &amp;quot;Duster Stock&amp;quot; for the XM177E1 and M16A2. Most likely anachronistic.&lt;br /&gt;
&lt;br /&gt;
=== AR-15 Wire Stock ===&lt;br /&gt;
The M231 firing port weapon wire collapsible stock appears as the &amp;quot;Wire Stock&amp;quot; for the XM177E1 and M16A2. It is depicted as being non-collapsible in game.&lt;br /&gt;
[[Image:Stock M231.jpg|thumb|none|400px|An M231 firing port weapon wire collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
=== AK Wire Stock ===&lt;br /&gt;
An East German/Romanian style AK wire stock appears as the &amp;quot;Wire Stock&amp;quot; for the AK-47, Ak 5 and the AKS-74U. It has a cheek riser when used on the AK-47 and Ak 5.&lt;br /&gt;
&lt;br /&gt;
=== Custom M60 Wood Stock ===&lt;br /&gt;
A wood stock based on the [https://www.reddit.com/r/airsoft/comments/4p98l8/wanted_wood_furniture_for_my_m60_so_i_made_it/ custom M60 oak wood stock made by reddit user Automobilie] appears as the &amp;quot;Tactical Stock&amp;quot; and &amp;quot;SAS Combat Stock&amp;quot; for the M60.&lt;br /&gt;
&lt;br /&gt;
= Live Action Trailers =&lt;br /&gt;
== &amp;quot;Teaser&amp;quot; Trailer ==&lt;br /&gt;
===Thompson SMG===&lt;br /&gt;
Carried by a US soldier deploying from a chopper in Vietnam.&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
===M1 Carbine???===&lt;br /&gt;
===M14===&lt;br /&gt;
===Unidentified US Rifle===&lt;br /&gt;
An unknown rifle carried by US troops during anti Vietnam War protests. Possibly Springfield M1903?&lt;br /&gt;
===Unidentified Russian Rifle===&lt;br /&gt;
Unknown rifles are being paraded by Soviet troops. Possibly Mosin Nagants or some of the Soviet semi auto rifles?&lt;br /&gt;
===M1 flamethrower===&lt;br /&gt;
Used by a US soldier probably in Vietnam.&lt;br /&gt;
&lt;br /&gt;
= Discussion =&lt;br /&gt;
&lt;br /&gt;
== Weapons I Saw ==&lt;br /&gt;
&lt;br /&gt;
I saw the AK47, or I not so sure if it's an AKM or Type 56. Then I saw an RPD LMG, a FN FNC battle rifle, XM177E2 with a flattop, although to be fair, flattop was around in the 80's. Then I saw a Colt 1911A1, a Remington 700 sniper rifle, and a AKS-74U Carbine. I'm not sure if the M16 appears to be a M16A1 or XM16E1. This &amp;quot;Commando&amp;quot; however does have a forward assist, but it has a A1 pistol grip, making this gun not the Colt 733.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 15:13, 26 August 2020 (EDT)&lt;br /&gt;
:The AK looks like an AKM, I think. The XM177 appears to be based on the Commando from the first Black Ops, but we'll see. Also, nice work getting on this page so quick! I was ready to start it later tonight, you beat me to it. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:29, 26 August 2020 (EDT)&lt;br /&gt;
::For clarification, I'm the one who started the page, not the guy above :P Anyway, the AK is actually an AK-47 (but with an AKM's slant compensator); note the gas block and the front sight, and the milled receiver is also seen in the trailer, though the specific shot is flipped. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:41, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As for the &amp;quot;SOCIMI Type 821&amp;quot;, that looks like MW's Uzi without the stock. I think a lot of the guns are supposed to be shared between these two games, judging by the Warzone integration and other cross-era guns like the AK-47, M1911, SKS ect.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:11, 26 August 2020 (EDT)&lt;br /&gt;
::Naw, the rear sight's position and the folding stock mechanism below it indicate that it's a SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:33, 26 August 2020 (EDT)&lt;br /&gt;
:::I see now, though it still looks a bit Uzi-like. Maybe it is new attachments/furniture; I guess time will tell. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:32, 26 August 2020 (EDT)&lt;br /&gt;
::::I'm replacing the screencaps by 4K ones; the relevant image now shows more details about the SOCIMI. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:43, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
A couple leaked images I found from the game's Reddit page (may not reflect content in final version or even open beta/pre-alpha/etc.):&lt;br /&gt;
&lt;br /&gt;
Multiplayer screen showing a customized LMG: https://preview.redd.it/yap84l0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=08e974eb33d15ceec5988ed578cd913930ee053f&lt;br /&gt;
&lt;br /&gt;
Campaign screen showing an M16 (called M16A1): https://preview.redd.it/a8gvpo0silj51.jpg?width=2208&amp;amp;format=pjpg&amp;amp;auto=webp&amp;amp;s=09a14d017bef3e5e54ba18c69e13a90ec22e076e&lt;br /&gt;
&lt;br /&gt;
In addition, from what I've heard from a few content creators on YouTube who managed to see some campaign gameplay footage, other appearing weapons include an MP5, G3 (known as Krieg-6), Type 63 assault rifle, SPAS-12, the China Lake grenade launcher, and a recurve bow or crossbow. As said earlier, these may not necessarily be in the final game, so take them with a grain of salt.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
: A type Type 63 would be an interesting addition. Was it mentioned specifically as a Type 63 or could it be someone confusing it with an SKS with a 30 round detachable magazine? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 09:22, 28 August 2020 (EDT)&lt;br /&gt;
: I can't exactly tell; it said &amp;quot;Type 63&amp;quot; in a list of leaked stuff somewhere, but there's nothing visual to confirm this yet. It's all speculation. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:34, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finally ==&lt;br /&gt;
&lt;br /&gt;
Well, took them long enough. After all the super secret projector puzzles and Warzone scavenger hunts. Look pretty cool, though. I love the 1980s Cold War, it was a pretty aesthetic time for weapons and military hardware. &lt;br /&gt;
&lt;br /&gt;
So, what's on everyone's wishlists? Because I'm weird, I went and [https://docs.google.com/document/d/10Pq9qxz1gL8aJj5ckvSpUClZ3lbruD4e53HjJziTQ8M/edit?usp=sharing made my dream weapons list] shortly after speculation about this game's existence started. I'm just hoping for period-appropriate weapons that actually make sense for the setting; I thought ''Modern Warfare'' was pretty good with that. Like, can we finally have a standard AK-74? Please? --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:04, 26 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Wouldn't mind seeing the Czech Vz. 58, that rifle is really underrepresented in games and would fit in well in this setting. I did notice the shorty AK that is shown being suppressed in the trailer has a correct AKS-74U rear sight, which hopefully is retroactively made a usable variant in ''MW''.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:47, 26 August 2020 (EDT)&lt;br /&gt;
::Looks like a properly sized AKS-74u barrel instead of the weirdo short barrel from MW2019 too, which is nice. I'm disappointed they went and made a faux Huey though, and the Tomcat also has some issues like vertical stabilizers having too much cant and intake scoops not being slanted forward enough. Also, the infamous backwards Troy BUIS from BLOPS1 makes a return, albeit actually facing the correct direction.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:24, 27 August 2020 (EDT)&lt;br /&gt;
:::I would expect such guns as vz. 61 and vz. 23, and perhaps Stechkin APB. And may be could see the MTs 21-12 autoloader as an Easter egg. But wait, we have the &amp;quot;first results in google pictures&amp;quot; guys, so what am I talking about. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 19:45, 29 August 2020 (EDT)&lt;br /&gt;
That's too realistic and accurate selection. If it is a true Black Ops game, then it should contain exotic, anachronistic and unheard of weapons. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:56, 26 August 2020 (EDT)&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
My wish list to have the XM4 Carbine (Colt 720), but it should be more like a gunsmith attachment for the XM177E1. The gun was first made in 1983 by the US Army as a customize XM177E2 with a A1 flash hider and fires M16A2 rounds. Later in January 1984, the 14.5 inch barrel and a A2 pistol grip was add it to the gun referring to as the XM4 Carbine.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 18:21, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Inb4 they bring back hyper-anachronistic guns like the L96A1 and the infamous FELIN version of the FAMAS again just to troll us. Anyways, I hope they brought back the &amp;quot;Death Machine&amp;quot; handheld minigun, &amp;quot;Grim Reaper&amp;quot; M202 rocket launcher and the underbarrel &amp;quot;Masterkey&amp;quot; shotgun and flamethrower attachments from the original Blops. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:08, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hope, they learned the lesson and did the research this time. Maybe this was the original Black Ops plot before was scapped? (Which explained guns anhachronism). Hope that will be possible to fight both NVAs, the Vietnam one and the German one. The perfect weapons for them would be FB PM63 and SKS. For the Ossies, hope for a MPi-K74 configuration (which already used by Farah in MW2019). The hype and expectation after huge after MW...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:26, 8 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steiner CQT ==&lt;br /&gt;
I don't think the reflex sight on the Stoner is a Steiner CQT, the housing for the lens goes all the forward, there's an elevation knob on the left side and a windage knob at the rear.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:04, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This is the closest match I found. Also I believe they are going the same &amp;quot;modern warfare stylization&amp;quot; route and therefore changing some of the details. Another thing that makes me pretty convinced that they used the Steiner CQT as reference is the fact that I simply googled &amp;quot;Cold War holographic sight&amp;quot; and it popped up. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:35, 27 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==XM177 promotional image==&lt;br /&gt;
Just linking this high quality image, for reference's sake: [http://www.gamereactor.eu/media/51/callduty_3245163b.png]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:24, 27 August 2020 (EDT)&lt;br /&gt;
:Rick Zeng told me the real reason why they add a flat top and a combination of an XM177 hider and an A1 flash hider is because of legal reasons. You also have to keep in mind that flattop was actually done in the 80s by Olympic Arms, even though back in E3 for Black Ops I, the Commando appears to have a MIL-STD-1913 Picatinny rail, that was introduced in 1993 when Colt developed the M4A1.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 27 August 2020 (EDT)&lt;br /&gt;
::I think they should definitely drop this whole &amp;quot;change it so they don't sue us&amp;quot; attitude considering they won the humvee lawsuit. As for the chopping of the carry handle, unlike in BO1, this time it is not so anachronistic, however, considering that the campaign is set in 1981 and the practice of using chopped ARs by the actual military, as far as I have read, became a thing in the early 2000s most likely during the invasion of Iraq, then it might be considered anachronistic. As for the rail, it appears that both in the OG BO1 and this new one, it is based on something like the [[Predator_2#Magnum_Research_Inc._Mark_VII_Desert_Eagle|rail seen on the Predator 2 Deagle]], which I cannot find any info about after many hours of research, I'd wager it is some kind of 80s proto picatinny/weaver rail? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:20, 27 August 2020 (EDT)&lt;br /&gt;
:Isn't this rifle closer to a 933 [http://www.imfdb.org/wiki/File:Colt_m4_commando_03.jpg] than an XM177? [[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::No, it isn't. The in-game gun has a shorter 10&amp;quot; barrel, an earlier A1 forward assist, and no case deflector. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:22, 28 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it so hard for them to make period accurate weapons? They are so fixated in giving the players the capability to add optics that it doesn't even make sense. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:18, 29 August 2020 (EDT)&lt;br /&gt;
:Even then, it's not like you can't mount optics to a carry-handled AR or anything; hell, I'd wager that it even looks cooler that way. I'm just holding out hope that the XM16E1 can mount optics without hacksawing the carry handle, but that hope isn't high. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:16, 29 August 2020 (EDT)&lt;br /&gt;
::The carrying handles were designed to mount optics. Special Forces were the first to do it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:22, 29 August 2020 (EDT)&lt;br /&gt;
:To be fair, optics attached directly onto the carry handle kinda take a lot of space on the screen and thus it is not quite practical from gameplay perspective. Also, it is clear that after MW2 they adopted kind of a &amp;quot;let's insert modernism and tacticoolism into everything&amp;quot; attitude which is clearly evident in all the anachronistic and tacticool stuff added to BO1 and now this one. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:58, 31 August 2020 (EDT)&lt;br /&gt;
::Eh, I don't think they take up enough space to really cause problems (not to mention that that'd be a neat balancing feature). But more to the point, it's not like they haven't had optics on carrying handles before (e.g. the FAMAS, the QBZ and USAS in ''MW3'', etc.). I just hope that they've learned from their mistakes. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:35, 31 August 2020 (EDT)&lt;br /&gt;
:::The basic FAMAS in ''MW''2019 is held lower when scopes are equipped. This thing's upper would also be neat to see as well, rather than a modern-looking flat top.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:04, 31 August 2020 (EDT)[[File:model 656.jpg|thumb|none|500px|Colt Model 656 M16A1 Special Low Profile fitted with scope and 20-round magazine - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== Military ARs or civilian? ==&lt;br /&gt;
&lt;br /&gt;
Does the semi-auto only selector markings on the &amp;quot;XM177E1&amp;quot; mean that it was actually modeled after some civilian version? Also I think the faux XM16E1 might be based on the same M16A1 &amp;quot;Retro Reissue&amp;quot; from BO3/4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:52, 31 August 2020 (EDT)&lt;br /&gt;
:We'll see about that. Maybe they will make some changes in final game, you never know. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:13, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More Weapons! ==&lt;br /&gt;
[[File:BOCW Weapons Wall.jpg|thumb|none|600px]]&lt;br /&gt;
--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:51, 1 September 2020 (EDT)&lt;br /&gt;
I see the M16A2, finally!!! The AK47, a shotgun which I believe is either the Stevens Model 77E or the Winchester Model 1200 (I hope).--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:05, 1 September 2020 (EDT)&lt;br /&gt;
:I'm blind, I look closely and it looks like a bolt-action rifle. Possibly the Remington 700.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:26, 1 September 2020 (EDT)&lt;br /&gt;
::There's also a Beretta 93R on the gun wall. Also nice to see that the M16A2 gets a nice carry handle optic mount instead of lazily slapping a flat top upper on it like the Commando--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:41, 1 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== CAR-15 Variants ==&lt;br /&gt;
&lt;br /&gt;
Now the only reason why I'm doing this is because I have have a feeling that they are going to add some stuffs for the Commando, and possibly the M16A2 soon as gunsmith attachments, so I want to make sure you guys got the whole CAR-15 variants right.&lt;br /&gt;
&lt;br /&gt;
M16A1 Carbine - They are 4 types of M16A1. The first two models are the Colt 651 and 652. These guns have an M16 fix stock rather then a XM177 stock, and it has a 16.5 inch barrel. It was mad in 1971, and later around the early 70s, Colt made the 653 and 654, which have a XM177 stock. Now remember, these guns could have a 14.5 inch barrel, and they have an A1 pistol grip.&lt;br /&gt;
[[File:ColtM653Carbine.jpg|thumb|none|450px|Colt 653]]&lt;br /&gt;
&lt;br /&gt;
XM4 Carbine - Now, if you know me, you know that I love the M4 sense I first know about guns, but I'm not going to be like back then and name every single AR-15 carbine the M4. The XM4 was first made in 1983 from the US Army as a XM177E2 with an A1 flash hider and it fires M16A2 rounds. In January 1984, the gun have a 14.5 inch barrel and a A2 pistol grip. Later in 1985, the USMC tested the XM4, and in 1986, they add the M16A2 receiver to keep it as a modern designed, consider that they are a huge fan of the M16A2 rifle. In May 1986, Colt made a new M4 barrel and a new M4 handguard, and test results were not really good at the time. Colt ignore the XM4 until 1990, when Bushmaster joined the XM4 Program. In 1991, the gun was renamed the M4 Carbine, and in 1993, the gun have a flattop and it fires full-auto making it the M4A1. So basically the M4 is a modern version of the XM177E2. There are a lot of mythical stories about the XM4.&lt;br /&gt;
[[File:M4 Carbine First Model (1984).jpg|thumb|none|450px|January 1984 - XM4 Carbine]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Carbine - Also known as the Colt 723, this weapon was made around 1985, but it didn't appear in service until 1987. Here's some myths that people are saying. The Colt 723 came from the XM177E2, which is not true. It actually came from the M16A1 Carbine. This weapon was very popular of the Delta forces, and it was used in the Invasion of Panama. A short version called the Colt 733 also consider to be a M16A2 carbine.&lt;br /&gt;
[[File:Colt-M-16-A-2-m723.jpg|thumb|none|450px|Colt 723]]&lt;br /&gt;
&lt;br /&gt;
M16A2 Government Carbine - Also known as the Colt 727. Okay, first of, the Colt 727 is not the father of the M4 or M4A1. The XM4 is even older than the Colt 727, because this gun was made in 1988, 4 years after the XM4 was made. I don't get why people are saying the Colt 727 is the father of the XM4! It's not! it's a improve variant of the Colt 723. Now then, mini rant out of the way, it does looks similar to the XM4, but here's the different. It fires full-automatic. The XM4 fires three-round burst. This could be not historically accurate, consider that the game take place in the early 80s.&lt;br /&gt;
[[File:Coltm727ima.jpg|thumb|none|450px|Colt 727]]&lt;br /&gt;
&lt;br /&gt;
So there you go, the CAR-15 variants. Now you know about these weapons, and now you know how can we describe these guns. Like I said, I'm only doing this because of gunsmith attachments refence, so I hope you guys get all of these and understand what we going to see for this year's Call of Duty.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:58, 2 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:For more AR variants we also have the [[Colt AR-15 Identification Guide]]. As for why people talk about the 727 leading to the M4, I think this is sort of true as I believe that the first AR variant that introduced the &amp;quot;M4&amp;quot; profile barrel was actually the 727. Before that the XM4 prototypes had either a straight barrel, or a stepped barrel that was thicker at the front but still narrow in front of the front sight. Also, part of this lore about the 727 probably comes from the fact that at its inception the XM4 was intended as a rear echelon weapon not intended for front line combat troops, but a lot of special forces used the 723 and 727 and got a lot of utility from it so when the M4 was finalised it was as a front line combat weapon.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:55, 10 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Leaked Multiplayer Alpha Footage==&lt;br /&gt;
From the official Reddit: https://www.reddit.com/r/blackopscoldwar/comments/imaxuo/full_6_minute_gameplay_of_cold_war/&lt;br /&gt;
&lt;br /&gt;
From the given footage shown there’s the AKS-74U (as “AK-74U”), the M16A2 (as “M16”), the MP5A2 (as “MP5”), the CAR-15 (as the “XM4” with flat-top receiver wrapped in slings like the Commando from BO1), the Stoner 63 and the SPAS-12 (as “Gallo 12”). In-game names aren’t necessarily final and may change in the final game like in COD:WWII and MW (2019). --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 01:28, 5 September 2020 (EDT)&lt;br /&gt;
:I'm actually pretty excited, proper AKS-74u barrel/handguard/sight, jungle mags, the gun audio seems nice and punchy, and the animations don't seem too bad either. Foregrip on that CAR-15 looks like a BCM Gunfighter vertical grip though, which is about 30 years too early, lol.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:22, 5 September 2020 (EDT)&lt;br /&gt;
::It looks alright for an early leak, though I have little doubt that it'll be getting more polish before it gets released. Also, for those who actually have social media, would you mind spamming IW to please put an &amp;quot;S&amp;quot; in &amp;quot;AKS-74U&amp;quot;? I know it's a minor thing and all, but still... gives me conniptions. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:41, 5 September 2020 (EDT)&lt;br /&gt;
:::In this case it's Treyarch, although IW were the first ones guilty of that with their weird airsoft shorty AK. But no matter how many times people tell them such things, I doubt the devs will care. It would also be appreciated if they learn to properly capitalize the &amp;quot;U&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:19, 9 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One thing that I’m considering about ==&lt;br /&gt;
&lt;br /&gt;
There’s a attachment for the M16A2, and it showcases a 14.5 inch barrel with an Colt 607 handguard. It is that an AR-15 type variant or maybe an weird bizarre XM4 (1986 model) with an Colt 607 handguard, or it a some type of Colt Government AR-15 weapon, but considering that it has a 14.5 inch barrel, it’s not right.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 09:51, 10 September 2020 (EDT)&lt;br /&gt;
:If it has a 607 handguard but is not a 607 or 607A it is made up, pretty sure that handguard is unique to those models. Do you have a link to a picture of it? --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:51, 10 September 2020 (EDT)&lt;br /&gt;
::[[File:BOCW M16.jpeg|thumb|none|600px]]&lt;br /&gt;
That’s all I have, but I do have a screenshot on my phone, but it’s not jpg.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 14:47, 10 September 2020 (EDT)&lt;br /&gt;
:That isn't a &amp;quot;real&amp;quot; 607 handguard, to me it looks like they just cut the front half off of an M16A1 model to make something carbine-ish. Firstly, this has 5 vent holes whereas a 607 has 6. Secondly, a real 607 handguard has a new collar piece at the rear as they were made from cut down A1 handguards so they needed to give them a new back end, but the pictured handguard just looks like the rear of a factory A1 handguard.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:43, 11 September 2020 (EDT)&lt;br /&gt;
:: I had to say for now that this is a XM4 with a A1 handguard, but then we need to see the full game or at least the beta to see if the gun is going to equip with an attachment that is a CAR-15 telescopic but stock, or else this gun will be a bizarre XM4 Carbine. The gun have a 14.5 inch barrel and it’s a three round burst.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 17:06, 11 September 2020 (EDT)&lt;br /&gt;
:::[https://youtu.be/imhvfSylDQ8?t=189 Here] you can get a better look at the pseudo carbine handguard. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:02, 11 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's like the developers for these games don't understand the time period. I want to use something that looks like Larry Vicker's Delta Carbine, not this bullshit [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:32, 12 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;would've been a better choice&amp;quot;==&lt;br /&gt;
I'm just gonna say this out loud right here: I don't think these &amp;quot;better alternatives&amp;quot; information are necessary. The page should document why a gun is inapprorpiate within the game' setting, but it has no need to try to offer &amp;quot;possible solutions&amp;quot; to &amp;quot;rectify&amp;quot; these errors. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 08:57, 18 September 2020 (EDT)&lt;br /&gt;
:I concur with this sentiment. As much as it is &amp;quot;neat&amp;quot; to see what could've been used instead of what they did, it's clear they don't know nor care. More than likely this game is going to go Modern Warfare's route of using Franken-guns to make sure they DO NOT get sued. Even though they won that court case, I doubt Activision is in the mood to repeat history on something like that again. Just bite the bullet and deal with the anachronisms and Franken-guns and move on. [[User:PaperCake|PaperCake]] 10:38, 18 September 2020 (EST)&lt;br /&gt;
::Eh, I always thought that it was neat as information/trivia, but if the court of public opinion says no, then I won't start a fight over it. Better to keep the peace in situations like this. (Even if I still firmly believe that the M2 Carbine is an assault rifle...) [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 15:03, 18 September 2020 (EDT)&lt;br /&gt;
:::Well, if the M2 Carbine thing hasn't been settled yet, I suggest that you directly message an admin (such as commando552) and ask their opinion about it :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:13, 18 September 2020 (EDT)&lt;br /&gt;
::::I have moved the discussion about the M2 being an assault rifle to the [[Talk:M1_Carbine#Is_the_M2_Carbine_an_assault_rifle.3F|M1 carbine discussion page]] as it is no longer relevant to this page and can be continued over there.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 07:04, 20 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Black ops get advanced weapons excuse ==&lt;br /&gt;
&lt;br /&gt;
I've seen too many commons overestimating or believing in the myth that military technology is always 10 years ahead of what they adopt or because these guys are some for of ultra secret black ops, they'd get advanced weapons not available at the time. It annoys me [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:10, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We all know that this is just an excuse to add fancy weaponry and stuff to the games. It is obvious that even the most tacticoolest spec ops units cannot get ''weapons that haven't been created yet''. It's just that the &amp;quot;vintage&amp;quot; Black Ops games always come after some COD game that introduced something groundbreaking in terms of weapon customization, so naturally the BO game has to follow suit. Think about it, BO1 came after MW2 which introduced a great variety of attachments, this essentially made it impossible for them to shy away from the red dots and fancy weapons and in turn effectively turning the rather bland 60s setting into a modern and tacticoolized reimagining of the 60s. Now after MW19, BO Cold War is going through the same process of tacticoolizing the 80s in order to be able to compete with the gunsmith of the previous game. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:31, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They really haven't clarified how Warzone is going to work between the two games in a non-confusing way, but given apparently it's supposed to be staying on the MW19 engine with its mechanics/etc (Yay!), I'm ''hoping'' this means we'll be getting MW19 versions of CW guns, as in with IW's drastically superior modelling/animation/sounds/etc. I ''reaaaaally'' want the FNC / Ak 5 and Arctic Warfare in MW19. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 20:40, 26 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==KSP-45 = Carl Gustav M/45?==&lt;br /&gt;
The name are similar, they are both Swedish, and the appearance is similar... maybe the M/45 is inspiration but is modified as per CoD habit. Or maybe is hybrid between a UMP and a CG M/45...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 08:41, 11 October 2020 (EDT)&lt;br /&gt;
:I mean, the names are similar, sure, but they look absolutely nothing alike. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:58, 11 October 2020 (EDT)&lt;br /&gt;
::That's basically what I noted on the page, although &amp;quot;Kpist&amp;quot; is the more accurate designation for a submachinegun. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:35, 11 October 2020 (EDT)&lt;br /&gt;
:::Personally, I think it fits more along the lines of a modified Chiléan FAMAE SAF. When you look at the fixed stock version that’s being exported to Canada, the fact that does have a three round burst fire setting, and it lacking the H&amp;amp;K-style of charging handle like that on the UMP makes me think that it fits more along those lines then that of the UMP. It also fits more in line with the timeframe as well. Upon closer inspection, I think they just switched out the handguard and added different features to it like on the SOCIMI 821 (they modelled the gun with a side mounted charging handle akin to the Uzi Pros).--[[User:Bosoxboy521|Bosoxboy521]] ([[User talk:Bosoxboy521|talk]]) 11:16, 16 October 2020 (EDT)&lt;br /&gt;
:The pistol grip reminds of Jatimatic SMG and the stock looks very familiar though I can't recall it right now. Also the handguard and bolt release look like Taurus SMG. BTW here is [https://youtu.be/Ra3-KfmTy58?t=492 some gameplay of the thing]. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:58, 17 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Isn't it is modified MP5/40? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 10:22, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, saw the pic... definite UMP!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 10:41, 9 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SWAT 5mw = Steiner DBAL ??? ==&lt;br /&gt;
&lt;br /&gt;
Here is my dissection on why the SWAT 5mw is inspired/based on the Steiner DBAL. As we already know, since MW19 and the whole Humvee thing Activision is trying its best to base its items on real things but modify them so it can make their depiction in the games lawsuit proof. I presume that's why we don't have exact 1:1 depictions in the games. Anyway, here are the clues. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:44, 12 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:BO CW DBAL.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
It appears to me to be based mostly on the Offset Tactical Aiming Laser.[https://sep.yimg.com/ay/alternateforce/steiner-otal-a-green-50mw-15.gif] [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:21, 1 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
:It appears to be a hybrid between the two, it is added now. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 22:00, 4 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Marking on the side of QBZ-83 ==&lt;br /&gt;
&lt;br /&gt;
I've read from a comment that the side of the QBZ-83 is marked with &amp;quot;T97NSR-PWC-5.56cal&amp;quot;. Is this true? I can't check this myself because I don't have the game, and most of the videos and screenshots I can find are too low quality. The Type 97 NSR is the canadian semi-auto export version of the QBZ-95; if this is true then this most likely means that Treyarch based the whole thing on a Canadian Type 97 NSR. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 07:26, 17 October 2020 (EDT)&lt;br /&gt;
: Yes. Note: the handle selection screen is the only one with most zoomed in picture. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 16:20, 17 October 2020 (EDT) [[File:BOCW QBZ-83 Beta.jpg|thumb|none|600px]]&lt;br /&gt;
:: Hmm. The slot behind the selector switch is also marked with some Chinese characters; from what I can discern, they seem to say &amp;quot;名字叫宫 梦想&amp;quot;, which is complete gibberish meaning something like &amp;quot;name is called Gong / dream&amp;quot;. Not sure what's happening here. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:05, 18 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Attachment descriptions==&lt;br /&gt;
These are probably worth a laugh, or cry: https://imgur.com/gallery/lVJPVUt&lt;br /&gt;
--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:46, 22 October 2020 (EDT)&lt;br /&gt;
:I... I have no words. This is so many levels of embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:07, 22 October 2020 (EDT)&lt;br /&gt;
::Did they try to use an AI to make these damn things? I mean, seriously, it seems like they just played Mad Libs with a bunch of random gun-related terms. I think my personal favorite has to be the &amp;quot;27.2&amp;quot; Recon&amp;quot; barrel for the M700 - aside from clearly not being that long, it somehow both is and is not rifled. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:06, 22 October 2020 (EDT) P.S.: Oh, and let's not forget the revolver cylinder that somehow holds 12 rounds despite still having 6 chambers.&lt;br /&gt;
:::Yeah, it really, really reads they like had a neural network compose descriptions off of Wikipedia's firearms articles. My favorite is the 1911 Cavalry Lancer, &amp;quot;Anti-''infantry'' barrel increases damage against enemy ''vehicles''.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:04, 23 October 2020 (EDT)&lt;br /&gt;
::::I do love the sniper rifle barrel that's smoothbore ''and'' rifled? Must be one of those .366 TKM rifles popular in Russia. The &amp;quot;STANAG 55 Rd Drum&amp;quot; for the Type 821 is pretty interesting, too. It describes having its ammo arranged side-by-side and being a single-stack. Wouldn't the ammo being side-by-side make it double-stack? Oh, but my favorite has to be the &amp;quot;13.7&amp;quot; Ranger&amp;quot; barrel for the XM4. The description states that it somehow cools off bullets and this also somehow makes them go faster.--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:23, 23 October 2020 (EDT)&lt;br /&gt;
:::::Heck, even CoD Mobile bothered to model an actual 8-round cylinder for the relevant attachment on the &amp;quot;J358&amp;quot; revolver (not properly lined up with the barrel, but still). Also, &amp;quot;''Anti-infantry barrel increases damage against enemy vehicles''&amp;quot;... WHAT? Did I read that correctly? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:39, 26 October 2020 (EDT)&lt;br /&gt;
This makes me almost wanna buy the game just to read those descriptions. Anybody knows of a youtube video or something showing off all attachments?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:46, 19 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== RC-XD is fast enough to catch a plane? ==&lt;br /&gt;
&lt;br /&gt;
Not really a firearm-related question at all, but having rewatched the gameplay footage from the campaign trailer, I can't help ask out of curiosity: is it possible for a tiny remote-controlled car to catch up with a plane during a high-speed chase? I reckon the plane has much greater acceleration even when it's still on the ground, so do the cars. Otherwise, that must be a really powerful tiny engine powering the thing.--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 09:25, 30 October 2020 (EDT)&lt;br /&gt;
:That whole sequence calls to mind the Fast &amp;amp; Furious movie where they had a cargo plane attempting to takeoff down an endless runway while being chased (I think Uncharted 3 has the same phenomenon). Honestly the campaign is not looking good, it seems to be a return to the over-the-top action movie hijinks and explosions when the best-received parts of MW2019 were the slow-paced nightvision room clearing segments.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:57, 30 October 2020 (EDT)&lt;br /&gt;
::Most likely it's not fast enough. I also think that one won't be able to go on unscathed after being rolled over by a vehicle in the manner shown in that same scene but hey that's COD after all. Also if you don't make over the top and cringy scenes in a game set in the 80s then I don't know when you will :D --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:03, 30 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Zombies trailer WWII weapons ==&lt;br /&gt;
&lt;br /&gt;
Are these available to use in the Zombies mode? If not then I think they should be added to a &amp;quot;Misc&amp;quot; section or to this page.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:58, 13 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
==Anachronistic weapons broke my immersion ==&lt;br /&gt;
&lt;br /&gt;
Just started the Vietnam mission and 2 things literally distracted me. The first was the M16 has a 20 round mag but the ammo count is 30 and I picked up an AKS74U...This game is stupid [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:51, 15 November 2020 (EST)&lt;br /&gt;
:Outside of the (disappointing yet expected) anachronistic weapons and attachments, I thoroughly enjoyed the campaign, thought it was far more ambitious with its gameplay and narrative than MW2019. Only real complaint is the lack of missions, short campaign in general, like MW2019.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:16, 15 November 2020 (EST)&lt;br /&gt;
:::East German Stasi using MP5s and the AK5s is annoying. They should be using whatever East German SMGs and MPi-KMS. How hard is that? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 12:18, 15 November 2020 (EST)&lt;br /&gt;
::::What about the M1911 everywhere? They could recicle the Makarov. Seriously they should add more sidearm options given the fact that they have a Last Stand mechanic.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:35, 9 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain Dew ads ==&lt;br /&gt;
&lt;br /&gt;
Should we have a section here for the [https://www.youtube.com/watch?v=V1Xt9aetdFQ Mountain Dew ads] as they feature guns or just mention them on the main page? This might be cringe but we mentioned things like this for example with BO2's &amp;quot;LG Cinema Trailer&amp;quot;. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:21, 20 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bullfrog's grip ==&lt;br /&gt;
Now here is the Bullfrog grip analysis. Obviously the thing is not a literal 1 to 1 depiction of anything real and is essentially a fictional grip but they had some inspiration when making it and that's why I say &amp;quot;inspired by... based on... influenced by... etc.&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:27, 20 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
[[File:BOCW bullfrog grip.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
:The grip pattern does look a lot like the Skorpion's so I guess that's worth mentioning, although the overall shape doesn't match the Kiparis enough IMO. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:23, 2 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== A rare photo of the M16A2 and XM4 ==&lt;br /&gt;
&lt;br /&gt;
So I found something from Rock Island Arsenal Museum, and what do I found is a rare photo of the XM4 Carbine and the M16A2 Rifle.&lt;br /&gt;
[[File:XM4 Carbine &amp;amp; M16A2 (1982).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
Now this photo was made in 1982, before the M16A1E2 was presented by Colt to the US military. The name &amp;quot;M16A2&amp;quot; was from the USMC dates back to the late 70s when they ask Colt to developed a new rifle after their experience in Vietnam. The M16A1E1 was made in December 1981, but it would still be anachronistic as the game takes place before December 1981, let alone the game's M16A2 is the M16A1E2. So the M16A1E2 was made in November 1982, and it introduces the three round burst on this rifle (not the first burst firing M16 as the Colt 605B is the first one made in 1964). The XM4 on the other hand was start to developed as early as 1982, and it start off as the XM177E2 that fires M855 NATO rounds. The XM4 start to developed before the M16A1E2 was made. So why I put this in Black Ops Cold War? Because there an attachment that give the &amp;quot;XM4&amp;quot; a 11.5 inch barrel, and the facts about the M16A2 to know that the game takes place in 1981 and the gun was developed in early as December 1981, even though is slightly anachronistic.--[[User:Treliazz|Treliazz]] ([[User talk:Treliazz|talk]]) 13:36, 24 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== IMFDB Opinions on BOCW's gameplay and assets realism ==&lt;br /&gt;
&lt;br /&gt;
I just can't help but be disgusted by the lame step back in authenticity of BOCW from MW19. Weaponry, Ordnance and Vehicles really feels, looks, sounds trash to me.(exception for the Harrier's MGs which sounds impressively scary)&lt;br /&gt;
&lt;br /&gt;
== The worst thing about Cold War ==&lt;br /&gt;
&lt;br /&gt;
...isn't the extremely anachronistic weapons and attachments, its the fact that I can't access the DLC weapons and all their unlocks in offline custom matches anymore like MW2019! Now I actually have to grind the battlepass to screencap each new gun every season. Total pain in the ass considering how unfun core 6v6 is this year.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 22:19, 24 January 2021 (EST)&lt;br /&gt;
:[https://www.joblo.com/newsimages1/wiw-saving-private-ryan-salute.jpg] - you can still progress the battlepasses in MW, although I realize that having both games installed may be pushing hard drive limits.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:50, 25 January 2021 (EST)&lt;br /&gt;
::Play Plunder and just go for recons or scavenger contracts to level up your weapons. As for the game, the more free play days we have, the less I actually want to buy the game. I know the game was rushed, so I understand why it lacks the polish and details of MW2019, but it's just not as fun. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:12, 25 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Honestly, capping the weapons in Warzone won't do it, and it's actually wrong since they are in the MW19 engine and not BOCW one.I have the Groza and MAC-10 by the way&lt;br /&gt;
--[[User:Solarriors|Solarriors]] 04:42 28 January 2021 (GMT+1)&lt;br /&gt;
:Warzone weapons XP will carry over to CW. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 14:08, 28 January 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
You can actually access all DLC and attachments in online private/custom matches ---[[User:Solarriors|Solarriors]]&lt;br /&gt;
:Doesnt seem to work on my end, tried setting up a custom private match and they're still locked--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:47, 25 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Firebase-Z AK &amp;quot;Wonder Weapon&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/INmAzI7C9M8?t=78 So this is a thing.] I tried to save an image but for some reason it wouldn't upload, so that'll do.&lt;br /&gt;
&lt;br /&gt;
SO, apart from looking like something Vladof would make, what we have here is...to my best understandng an AK mated with the DG-2. Weird to have a Wonder Weapon we could actually put on the page, if it's eligable. It's got a GP launcher and everything. According to offical sources it's called the RAI K-84, or the Reactorniy Avtomat-Izluchatel Kuhlklay-84 in full.&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' Never mind, it's already on the page. My bad.--[[User:Gunmaster2011|Pez-Dispenser]] ([[User talk:Gunmaster2011|talk]]) 10:18, 1 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Reload timer adjustmnent in patch notes==&lt;br /&gt;
Just wanted to pass this on, [https://www.treyarch.com/game-intel/2021/02/Warzone_Season_One_Midseason_Patch_Notes today's patch notes] give the absolute most vague, unspecific note possible about this: &amp;quot;Adjusted the timing of ammo replenishment during empty reloads for BOCW weapons&amp;quot;. No idea if this is a good or bad change. :P [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:58, 5 February 2021 (EST)&lt;br /&gt;
:I'd assume that they're changing the point during the reload animation when the game decides that the gun is finished reloading (since these have had a habit of being rather off in CoD games - the gun often counts as reloaded before your character has finished reloading it). Hopefully, they're making the timing match the animations better. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:19, 5 February 2021 (EST)&lt;br /&gt;
::That's what I assume too, but I don't have any hands-on experience with the CW weapons, so I have no idea how well they matched (or didn't) before or after the patch. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:56, 6 February 2021 (EST)&lt;br /&gt;
:::[https://www.youtube.com/watch?v=hSjfSkw5hJM Tested by TheXclusiveAce]. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 04:06, 17 February 2021 (EST)&lt;br /&gt;
::::Holy hell, I can't believe Treyarch managed to make the guns EVEN WORSE than they already were. The changes make it so you can skip the rechamber part of the animation on empty reloads now. :| This dev team really needs be kept far away from any future games, this is just embarrassing. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 18:17, 17 February 2021 (EST)&lt;br /&gt;
:::::All changes in Warzone are made by Raven Software ([https://www.reddit.com/r/blackopscoldwar/comments/l876an/applying_the_3x_scope_to_the_m82_causes_the/glbfz4y?utm_source=share&amp;amp;utm_medium=web2x&amp;amp;context=3 referenced by u/FoxhoundFPS]). Weapon balancing (including changing reload add time) was probably done by Raven themselves to address CW weapons' long after-reload pauses specific only to Warzone. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:13, 18 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Trailer ==&lt;br /&gt;
&lt;br /&gt;
It just dropped, and showed off a few new guns - I spotted what looks like a screwed-up [[Walther MPK]], a probably-fictional crossbow, and (of all things) a [[FARA 83]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:54, 16 February 2021 (EST)&lt;br /&gt;
:Yay more ''Upotte!!'' guns! :D In all seriousness, that would be a neat addition, I love when more obscure things show up in games. Though at this point I'm also sad all these guns aren't getting MW's much better treatment (and that we can't use them there). [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:57, 16 February 2021 (EST)&lt;br /&gt;
:Nice ID work. Sadly people gonna call it &amp;quot;Galil&amp;quot; anyway. As for speculation about that sawed-off gun in the holster - I think it's just a China Lake blueprint. I mean M79. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 02:50, 17 February 2021 (EST)&lt;br /&gt;
::Huh. I thought that thing was a Galil. Maybe it'll end up being a Galil ARM with elements of the FARA 83 thrown in? Because as we've seen so far, this game isn't too big on having guns that are what they say they are. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 16:42, 17 February 2021 (EST)&lt;br /&gt;
:::It looks like [http://2.bp.blogspot.com/-KdnsXcQb_Tk/VnaJyrrI1rI/AAAAAAAB3CE/YGD2AfZC4V8/s1600/CampoHerrajecombatejunio1934.jpg this] variant, which has a bipod and FAL Para/Galil type stock, basically a discount ARM. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:56, 17 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Questionable captions==&lt;br /&gt;
Those two edits ([http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400455&amp;amp;oldid=prev 1] - DE and Strife captions, [http://www.imfdb.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;amp;diff=1400456&amp;amp;oldid=prev 2] - RAI K-84 caption) need to be toned down. [[IMFDB Style Guide#Media titles]] and [[Rules, Standards and Principles#No sarcastic or insulting Commentary]]. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 18:00, 21 February 2021 (EST).&lt;br /&gt;
:Those seem perfectly acceptable to me. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:02, 21 February 2021 (EST)&lt;br /&gt;
::I'm fine with captions describing the contents of images and weapon details. But there's no real need for comments about developers and writers choices for ZM characters. Including such commentary in the main game's wiki page doesn't make this wiki any more &amp;quot;informative&amp;quot; about firearms and sounds more like a point for discussion on talk page or other resources. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 20:29, 21 February 2021 (EST)&lt;br /&gt;
:::Comments like those are pretty much par for the course when it comes to VG pages. People've been doing it for a while, so I think it's safe to call it a ''de facto'' acceptable thing to do. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:34, 21 February 2021 (EST)&lt;br /&gt;
::::I know. Still it can be done more tastefully even for IMFDB with less projecting. Or we could just comment on every frustration and missed opportunity of developers, like saying which weapon would be more era-appropriate on every weapon. I'm not all &amp;quot;anti-sarcasm caption&amp;quot; since there are really good comments people come up with on pages, but they at least assume that not all visitors are in &amp;quot;the know&amp;quot; or familiar with behind-the-scenes of the development. I've come around at the Strife commentary I should say. Operators being absolutely non-characters or related to ZM story is something that I dislike about CW too, but I'm not sure if there's need to over-explain who is holding the weapon in that picture on the gun wiki. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 21:04, 21 February 2021 (EST)&lt;br /&gt;
:::::Just to point out, the rule about sarcastic comments doesn't really apply to video games. It was mainly implemented for movie pages, to avoid insulting real actors and filmmakers. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:14, 22 February 2021 (EST)&lt;br /&gt;
::::::Point is acknowledged, even though those rules could be improved to include VG. Insulting real developers or writers is an issue too, it doesn't need to be downplayed because of different artform or media. As for my gripes about initial edits, I'm no longer pursuing to change that. Just to summarize, I got the clear message from this thread - captions can be used for everything related not only to weapon present in the image, but to include information about who is holding the weapon even if gloves are the only thing we can see from first person and this can be used to include all in-game or out-of-game facts including developer's choice for characters in one mode. In a gun wiki. I can understand the frustration about era-appropriate weapons on gun wiki, but I'm still questioning if not including Richtofen should be used as a starting point of caption for what is essentially &amp;quot;RAI K-84 in idle&amp;quot; image with nothing happening on it. After inspecting it again it seem like that remark was made to pad the caption's word count to be consistent with adjacent images. There's really nothing to call for it in that image too, so that's why it seems very strange among other comments. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 08:41, 22 February 2021 (EST)&amp;lt;br /&amp;gt;'''Edit:''' added to be less vague about a point. I'm okay with DE and Strife captions and they seem to follow IMFDB style of captions. &amp;quot;Grumbling at the fact that Primis and Ultimis were replaced by literal nobodies, of which he is one of them, the Requiem Operator in Firebase Z consoles himself by looking at his shiny space AK&amp;quot; is a good comment about BOCW. But I'm not sure if it is a good point to make in a gun wiki for &amp;quot;wonder weapon held by a pair of unique gloves&amp;quot; screenshot without any other information on it and inspecting it with all other weapon captions in the BOCW page seems uncalled for. Or it means it's OK to use any criticism valid for a game no matter the contents of image. As I wrote this, I found this [https://i.redd.it/pqrgt528tpg61.jpg image] (but used with mil-sim operators and equipped with RAI K-84s) would be an ideal fit for that caption and even justified in my opinion. That would be peak IMFDB and not de so detached from the commentary like a current one. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 09:12, 22 February 2021 (EST)&lt;br /&gt;
Wait wait wait, let's be clear : What are your complains about exactly?&lt;br /&gt;
[[User:Solarriors|Solarriors]] ([[User talk:Solarriors|talk]])&lt;br /&gt;
&lt;br /&gt;
:If your issue is the comments, then you're at least a few years late to that whole discussion on the rules. As stated prior, the rule about sarcastic comments is kept for movies to keep people from throwing their personal opinions at whatever actor they don't like. Games normally don't follow that same rule, and if anything it's mostly done to give the page a form of flow. Reading the same &amp;quot;RAI K-84 in idle&amp;quot;, &amp;quot;RAI K-84 firing&amp;quot;, &amp;quot;RAI K-84 reloading 1&amp;quot; and so on is brain melting, and allowing an editor to jazz it up a bit with some sarcasm and dry humor is not a bad thing by any metric. The comments fit tonally with almost every other video game page on this site, bar the ones that are so old and forgotten that no one's bothered to edit them in the same style. --[[User:PaperCake|PaperCake]] 18:58, 22 February 2021 (EST)&lt;br /&gt;
::Agreed, especially due to the visual repetitiveness inherent to video game pages. For example, the [[Far Cry 2]] page is absolutely hilarious and witty, and very amusing to read even if you've never played the game. I ''do'' think there's a thin, but very important line between &amp;quot;witty&amp;quot; and &amp;quot;snarky&amp;quot; though, and it's definitely best if we all don't cross that and end up with pages that actually sound insulting/harassing, in a demeaning sort of way. But back on the flip side again, the more glaring and facepalm-inducing goofs/oversights are, the more calling those out with a bit of flair feels justified. So yeah, it's all a bit subjective and case-by-case, I guess. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:53, 22 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
==Official ZRG 20mm footage and LC10's lore==&lt;br /&gt;
Treyarch's YouTube channel uploaded [https://www.youtube.com/watch?v=0krEGBnWEag Season Two Studio Broadcast] detailing all S2 features. Includes gameplay footage of upcoming ZRG 20mm with developer's commentary (at 17:12). Interesting note about LC10: at 15:10 it is stated that &amp;quot;fictionally this is a weapon that was designed by the same manufacturers as the LW3 - Tundra … submachine gun version of that weapon.&amp;quot; --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 19:14, 26 February 2021 (EST)&lt;br /&gt;
:Well, that would explain why it used to be called the &amp;quot;AI LC10&amp;quot; (and why it looks like that) - it's supposed to be made by Accuracy International. I can't help but feel like making a high-quality, precision-oriented SMG during the 1980s would be a rather stupid thing for a company to do (since the Cold War was the heyday of simple, cheap, stamped/tube-receiver subguns), but at least there's reasoning behind it, even if it's not particularly sound. Hell, it's also closer to an AW than the game's actual AW, given the one-piece handguard, stock and trigger guard shapes, and now-totally-redundant magazine well cutout.&lt;br /&gt;
&lt;br /&gt;
:Oh, and they've mirrored the NTW-20. Because... reasons, I guess. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:40, 26 February 2021 (EST)&lt;br /&gt;
::Funkier weapon designs could probably be their unique way of avoiding licensing and also doing &amp;quot;Cold War is prequel to Black Ops 2 and 3&amp;quot; thing. Like FFAR 1 being an earliest prototype of FFAR from BO3. But, as you point out, it is still interesting how LC10 was modelled with more accurate parts from a gun... which is already available in the game. I was ready for ZRG to be Kraber-AP with side-loading magazine in first-person view at all times as a unique trait, but they subverted that by mirroring the whole model for some reason. [[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 22:14, 26 February 2021 (EST)&lt;br /&gt;
&lt;br /&gt;
Does anyone feel like the LC10 kinda looks like the Parker Hale IDW prototype? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 13:06, 27 February 2021 (EST) &lt;br /&gt;
:: Oh god, not the NYAAAAAAA. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 18:42, 27 February 2021 (EST)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1388328</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1388328"/>
		<updated>2020-12-21T00:17:22Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Makarov and Scorpion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extraneous Images=&lt;br /&gt;
For images from the main article that are unnecessary but probably still noteworthy enough to be kept here.&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with a SureFire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the beta build of Modern Warfare 2019 erroneously used the safety as a fire selector switch. As of launch, this has been fixed.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; adjustable stock. Although it might seem ridiculous to put a scope onto a shotgun, the 725 actually has the longest effective range out of any shotgun in the game, allowing it to practically snipe. Several nerfs have been implemented to remedy this, however it still remains deadly at such ranges a shotgun shouldn't be.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|An M16 build made from the OG blueprint. Note the reworked carry handle, which resembles a G36's scoped carry handle with the front end cut out, and another cutout is present along the rail. The RIS mount knobs are on the right-hand side, opposite of the real version.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
=Additional=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
A [[Makarov PM]] has been datamined.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
A [[CZ Scorpion Evo 3]] has been datamined.&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|400px|CZ Scorpion Evo 3 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer MG 338==&lt;br /&gt;
A SIG Sauer MG 338 has been datamined.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG Sauer MG 338  - .338 Norma Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==Auto-injector Pen==&lt;br /&gt;
An auto-injector pen resembling EpiPen auto-injector pen is used when self healing.&lt;br /&gt;
&lt;br /&gt;
==Ballistic Knife==&lt;br /&gt;
A Soviet ballistic knife is used in some Operator Finishing Moves in multiplayer/Warzone, including Bale's &amp;quot;Trick Shot&amp;quot;, Minotaur's &amp;quot;Pinned&amp;quot;, Rodion's &amp;quot;Walk Into It&amp;quot;, and Woods' &amp;quot;Payback&amp;quot; (which is available to all Operators after Woods is unlocked from the Black Ops Cold War pre-order).&lt;br /&gt;
&lt;br /&gt;
==Benchmade Fixed Osborne Contego==&lt;br /&gt;
The Benchmade Fixed Osborne Contego appears as the &amp;quot;Combat Knife&amp;quot; and many of its blueprints. It is also used as the &amp;quot;Throwing Knife&amp;quot;.&lt;br /&gt;
[[Image:MW2019 knife.jpg|thumb|none|500px|The combat knife in the secondary weapon selection screen.]]&lt;br /&gt;
&lt;br /&gt;
==Blackhawk Tatang==&lt;br /&gt;
The Blackhawk Tatang is once again available as the &amp;quot;Ghost Dance&amp;quot; blueprint. It's included in the &amp;quot;Ghost Pack: Contingency&amp;quot; pack in a reference to its appearance in ''Modern Warfare 2''.  &lt;br /&gt;
&lt;br /&gt;
[[Image:BH15TT00BK.jpg|thumb|none|500px|The Blackhawk Tatang in real life.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;No Masters&amp;quot;==&lt;br /&gt;
The &amp;quot;No Masters&amp;quot; blueprint resembles M-Tech Tomahawk and Hardcore Hardware Australia Tactical Tomahawk.&lt;br /&gt;
&lt;br /&gt;
==Kali Sticks==&lt;br /&gt;
The Philippine Kali sticks also known as Arnis were added with Season 4.&lt;br /&gt;
&lt;br /&gt;
==Tanto==&lt;br /&gt;
A pair of Japanese Tanto appear as the &amp;quot;Aomi&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==2K25 Krasnopol==&lt;br /&gt;
A 2K25 Krasnopol guided artillery shell represents the Cluster Strike killstreak. This is inaccurate as Cluster Strike is meant to be a cluster mortar strike while the 2K25 Krasnopol is a conventional non-cluster laser-guided projectile.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/SCALP EG==&lt;br /&gt;
A Storm Shadow/SCALP EG cruise missile appears as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
==Vietnam War MACV-SOG Knife==&lt;br /&gt;
A sylized Vietnam War era CISO MACV-SOG knife appears as the &amp;quot;Arterial&amp;quot; blueprint.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
== Stocks ==&lt;br /&gt;
=== MFT Minimalist Stock ===&lt;br /&gt;
Available on certain blueprints as the &amp;quot;FSS Close Quarters Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Optics ==&lt;br /&gt;
=== 1P29 Scope ===&lt;br /&gt;
The Russian 1P29 appears as the &amp;quot;VLK 3.0x Optic&amp;quot; and is depicted with a custom Weaver/Picatinny mount. It uses a much more PSO-like reticle with a red dot replacing the center chevron instead of the real 1P29's distinct hanging post.&lt;br /&gt;
&lt;br /&gt;
=== Aimpoint Micro T-1 ===&lt;br /&gt;
The Aimpoint Micro T-1 appears as the &amp;quot;Aim-Op&amp;quot; reflex sight. The model is reversed, with the controls on the left side.&lt;br /&gt;
&lt;br /&gt;
=== Armasight Vulcan 3.5x MG Compact Night Vision Riflescope ===&lt;br /&gt;
The &amp;quot;Merc Thermal Optic&amp;quot; resembles a Vulcan 3.5x MG Night Vision Riflescope with some cosmetic alterations.&lt;br /&gt;
&lt;br /&gt;
=== BelOMO PK-AS-W ===&lt;br /&gt;
The BelOMO PK-AS-W collimator sight appears as the &amp;quot;APX5 Holographic Sight&amp;quot; and is depicted with a much more low-profile mount than in reality, as well as a much thinner adjustment dial. It also sits flush with the mount, unlike the real version that has a visible gap.&lt;br /&gt;
&lt;br /&gt;
=== BelOMO POSP ===&lt;br /&gt;
The &amp;quot;Variable Zoom&amp;quot; scope for the SVD and the SKS is a rail-mounted version of the POSP scope. It is also the default scope for the modernized Dragunov blueprints. &lt;br /&gt;
&lt;br /&gt;
=== EOTech EXPS2 ===&lt;br /&gt;
The EOTech EXPS2 appears as the &amp;quot;Corp Combat Holo Sight&amp;quot;. It features a noticeably taller lens, and is slightly longer overall. It lacks an adjustment screw and the differently-modeled QD throw lever is reversed.&lt;br /&gt;
&lt;br /&gt;
Given the lack of branding and the name, it is implied that the optic is produced directly by the US Military in the MW universe.&lt;br /&gt;
&lt;br /&gt;
=== EOTech HHS II ===&lt;br /&gt;
The EOTech HHS II appears as the &amp;quot;4.0x Flip Hybrid&amp;quot;. The EXPS2 used for the &amp;quot;Corp Combat Holo Sight&amp;quot; remains the same. The G33 magnifier is depicted as sitting closer to the EXPS2's lens instead of having its objective lens flush with the ring mount. The rubber-like sleeve is a drab green instead of black and has a much different profile. It lacks an adjustment knob on its side.&lt;br /&gt;
&lt;br /&gt;
The G33 in this universe is produced by &amp;quot;Solozero Optics&amp;quot; while the side-flipping mount is produced by &amp;quot;First Signal Solutions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== FLIR Systems RS-32 Thermal Night Vision Riflescope ===&lt;br /&gt;
Both the &amp;quot;Thermal Sniper Scope&amp;quot; and &amp;quot;Thermal Dual Power Scope&amp;quot; resemble the FLIR RS-32 optic, with an altered housing.&lt;br /&gt;
&lt;br /&gt;
=== Hartman MH1 ===&lt;br /&gt;
The &amp;quot;PBX Holo 7&amp;quot; is based loosely on the Hartman MH1 optic.&lt;br /&gt;
&lt;br /&gt;
=== HoloSun HS510C ===&lt;br /&gt;
The HoloSun HS510C appears as the &amp;quot;Operator Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Kobra Red Dot ===&lt;br /&gt;
The Russian Kobra red dot sight appears as the &amp;quot;Viper Reflex Sight&amp;quot;. As with the Micro T-1, the controls are reversed and modeled on the left side.&lt;br /&gt;
&lt;br /&gt;
=== L3 Insight CNVD-T ===&lt;br /&gt;
The &amp;quot;Solozero NVG Enhanced&amp;quot; infrared scope resembles a slightly scaled-down L3 Insight CNVD-T thermal scope, with a larger objective endpiece.&lt;br /&gt;
&lt;br /&gt;
=== Leupold HAMR ===&lt;br /&gt;
The Leupold HAMR appears as the &amp;quot;Integral Hybrid&amp;quot; optic. It sports a segment of rail along the right side.&lt;br /&gt;
&lt;br /&gt;
=== NPZ/Izhmash PSO-1 ===&lt;br /&gt;
The Dragunov uses a PSO-1 scope with the rubber eyepiece by default, and it is available simply as the &amp;quot;Dragunov Optic&amp;quot; for the AS Val.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
The Russian OKP-7 appears as the &amp;quot;Monocle Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Raytheon ELCAN Specter DR 1-4x ===&lt;br /&gt;
The Raytheon ELCAN Specter DR 1-4x appears as the &amp;quot;Scout Combat Optic&amp;quot;. It is depicted with its BUIS bases and even the mounting plate for the micro red dot that pairs with it, but neither can be equipped. The description also reads that it features a 3.25x magnification, which is impossible on a real Specter DR.&lt;br /&gt;
&lt;br /&gt;
Given the lack of branding, in universe, the Specter DR may be manufactured directly by a nation's military, likely the US.&lt;br /&gt;
&lt;br /&gt;
=== SIG-Sauer ROMEO 3 MAX ===&lt;br /&gt;
The &amp;quot;Cronen LP945 Mini Reflex&amp;quot; sight resembles a SIG ROMEO 3 micro red dot, having a very similar style of forward cant on the round lens housing. &lt;br /&gt;
&lt;br /&gt;
=== Trijicon MGRS ===&lt;br /&gt;
The Trijicon Machine Gun Reflex Sight appears mounted on the M2HB as part of the &amp;quot;Shield Turret&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
=== Vortex Venom Red Dot ===&lt;br /&gt;
The Vortex Venom Red Dot appears as the &amp;quot;Solozero Optics Mini Reflex&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
&lt;br /&gt;
=== GPSI Grip Pod ===&lt;br /&gt;
A Grip Pod is a unique attachment for the SCAR-H; it combines the standing bonuses of a regular foregrip with the crouch/prone benefits of the bipod available on other weapons.&lt;br /&gt;
&lt;br /&gt;
=== Knight's Armament Company Forward Pistol Grip ===&lt;br /&gt;
The &amp;quot;Ranger Foregrip&amp;quot; on some weapons such as the FAMAS and the MW2 M4A1 blueprint is a KAC foregrip.&lt;br /&gt;
&lt;br /&gt;
=== Magpul AFG-2 ===&lt;br /&gt;
The Magpul AFG-2 appears as the &amp;quot;Commando Foregrip&amp;quot;. The B&amp;amp;T APC9 and the later-added AS Val use a unique shorter variant that resembles a mix of Magpul and B&amp;amp;T's designs.&lt;br /&gt;
&lt;br /&gt;
=== Magpul Rail Vertical Grip ===&lt;br /&gt;
The &amp;quot;Ranger Foregrip&amp;quot; takes the appearance of a Magpul Rail Vertical Grip on weapons such as the MP7, SMG-45, and M14. The &amp;quot;Wendigo&amp;quot; AK-47 variant uses the RVG as its &amp;quot;Operator Foregrip.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Strike Industries Cobra Tactical Fore Grip ===&lt;br /&gt;
A slightly modified version of the SI Cobra Tactical grip appears simply as the &amp;quot;Tactical Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== TangoDown Vertical Fore Grip ===&lt;br /&gt;
The TangoDown Vertical Fore Grip (with the QD variant's throw lever) appears in full length form as the &amp;quot;Ranger Foregrip&amp;quot; and in a stubby configuration as the &amp;quot;Operator Foregrip&amp;quot;. An update in Season 3 changed the &amp;quot;Operator&amp;quot; model, with the grip featuring the same shaved off light switch mount sections on the 9 and 3'oclock positions. The original, correct QD model is still available as the Remington 870's tan stubby &amp;quot;Merc Foregrip.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Troy Industries Modular Combat Grip ===&lt;br /&gt;
The &amp;quot;Merc Foregrip&amp;quot; resembles the Troy Modular Combat Grip. The &amp;quot;Old Country&amp;quot; PKM blueprint turns it into the Magpul RVG used on other weapons, described above. &lt;br /&gt;
&lt;br /&gt;
=== Zenit RK-series foregrips ===&lt;br /&gt;
The Origin-12's default horizontal grip resembles a Zenit RK-2 foregrip with fully round segments, and its &amp;quot;Merc&amp;quot; and &amp;quot;Commando&amp;quot; foregrips that are shared with the PKM's &amp;quot;Snatch Grip&amp;quot; all resemble a flatter RK-2 with larger scalloped flat sections, in a side-swiveling mount. The &amp;quot;Buzzsaw&amp;quot; blueprint for the L86A1 has a unique &amp;quot;Ranger&amp;quot; grip similar to the Origin-12's default  grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Cronen Shark II&amp;quot; ===&lt;br /&gt;
An angled foregrip unique to the &amp;quot;Grau 5.56&amp;quot;, based off of the angled foregrip integrated into the FAMAE SAF-200's handguard.&lt;br /&gt;
&lt;br /&gt;
== Lasers ==&lt;br /&gt;
=== Tac Laser (Western) ===&lt;br /&gt;
The &amp;quot;Tac Laser&amp;quot; for certain Western rifles is based on the PEQ-15.&lt;br /&gt;
&lt;br /&gt;
=== 5mw Laser (Western) ===&lt;br /&gt;
The &amp;quot;5mw Laser&amp;quot; for certain Western rifles is based on the Steiner DBAL.&lt;br /&gt;
&lt;br /&gt;
=== 1mw Laser (Handgun) ===&lt;br /&gt;
The &amp;quot;1mw Laser&amp;quot; for handguns is based on the Surefire X400 series of flashlight/laser combination weaponlights.&lt;br /&gt;
&lt;br /&gt;
=== 5mw Laser (Handgun) ===&lt;br /&gt;
The &amp;quot;5mw Laser&amp;quot; for handguns is loosely based on the Steiner DBAL-PL.&lt;br /&gt;
&lt;br /&gt;
=== Tac Laser (Handgun) ===&lt;br /&gt;
The &amp;quot;Tac Laser&amp;quot; for handguns is a hybrid of the Viridian C5L-R and Streamlight TLR-8.&lt;br /&gt;
&lt;br /&gt;
== Muzzle devices ==&lt;br /&gt;
=== &amp;quot;Flash Guard (Western)&amp;quot; ===&lt;br /&gt;
The Flash Guard attachment for NATO rifles is based on the Surefire SOCOM 3-Prong Flash Hider.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Muzzle Brake (Western)&amp;quot; ===&lt;br /&gt;
The Muzzle Brake attachment for NATO rifles is based on the Surefire SFMB-556-1/2x28.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Compensator (1)&amp;quot; ===&lt;br /&gt;
The Compensator attachment for a large number of both Russian and western rifles and submachine guns is based on the KAC Triple Tap Flash Suppressor.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Compensator (2)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Compensator&amp;quot; attachment for the MP5 and SCAR is based on the Battlecomp 2.0.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Monolithic Suppressor (Handgun)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Monolithic Suppressor&amp;quot; for handguns is based on the full length Rugged Suppressors Obsidian 9. The &amp;quot;Heavy Silence&amp;quot; blueprint for the P320 turns it into a SilencerCo Osprey.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Monolithic Suppressor (Western)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Monolithic Suppressor&amp;quot; for NATO rifles, LMGs and submachine guns is based on the AAC M4-2000.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Monolithic Suppressor (Russian)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Monolithic Suppressor&amp;quot; for Russian rifles, LMGs and submachine guns is modelled after the TSNIITochMash PBS-4.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Tactical Suppressor (Western)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Tactical Suppressor&amp;quot; for Western rifles and submachine guns is based on the KAC 556QDSS-NT4 silencer.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Tactical Suppressor (Russian)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Tactical Suppressor&amp;quot; for Russian firearms and certain Western rifles is based on the PBS-1.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Desperado Pro Compensator&amp;quot; ===&lt;br /&gt;
The &amp;quot;Desperado Pro Compensator&amp;quot; for the Beretta M9A3 is loosely based on the SGS compensator for Beretta pistols.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;FORGE TAC Marauder&amp;quot; ===&lt;br /&gt;
The &amp;quot;FORGE TAC Marauder&amp;quot; for the AA-12 is based on the SilencerCo Salvo 12.&lt;br /&gt;
&lt;br /&gt;
== Bayonets ==&lt;br /&gt;
=== AKM Type II Bayonet ===&lt;br /&gt;
The AKM Type II Bayonet can be attached to the AK-47. Instead of being attached directly under the barrel, it is depicted as being attached at a slight angle, presumably to allow for the attachment of other underbarrel attachments, however, this would be impossible in reality as the bayonet wouldn't be able to lock into the bayonet lug. It is also inaccurately depicted as being attachable to the AKS-74U conversions.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 (6H4) bayonet with scabbard.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. EDIT: judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 style front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
:::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
&amp;lt;s&amp;gt;Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
::To be fair, that's pretty much the only way to do it on the shorter-barreled variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:19, 17 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
:OK, so I found out that if you combine dual Glocks with shoulder stocks, get on a ladder, and ADS, this happens: [[File:MW Glock ladder bug.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;br /&gt;
:Or is it a hybrid of both? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:26, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== New gun in Season 2 trailer ==&lt;br /&gt;
&lt;br /&gt;
I noticed a new weapon in the second season trailer.  The rate of fire is similar to a shotgun.  Anyone have any ideas? --[[User:Pustelga7|Pustelga7]] 11 February 2020&lt;br /&gt;
:[[M26 Modular Accessory Shotgun System]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:01, 11 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SG 552 barrels ==&lt;br /&gt;
Pretty sure the Nexus is a pure hybrid of the 550/551, while the Archangel is purely the 550 SR. The Nexus has three vent holes (551) but also a bipod (550), and while it's a shorter barrel than the Archangel, the handguard is basically the same length (as the 550 and 550 SR are). The Nexus is also a classic SIG front end in design, while calling the super custom Archangel a 550 visually doesn't really fit. The barrel length in front of the handguard (proportionally) also only really matches the 550 SR, while the Nexus exposed barrel is between the 550 and 551. Not sure about the CZEN barrel, but the gas block and muzzle area definitely look like the CZ 805 BREN, which definitely fits the MW name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:53, 12 February 2020 (EST)&lt;br /&gt;
I totally agree.&lt;br /&gt;
[[File:Exemple.jpg]]how do I upload an image here?&lt;br /&gt;
The Archangel barrel is not the one used by Swiss Military STGW90, which is based on the Nexus barrel. Photo proof I've made my own standard issued battle rifle&lt;br /&gt;
&lt;br /&gt;
== Some trivia ==&lt;br /&gt;
&lt;br /&gt;
[[File:MW BFBC2 pose.jpg|thumb|none|600px|]]&lt;br /&gt;
Thought the bottom image looked familiar. Figured ya'll might like this.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:25, 17 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon filenames ==&lt;br /&gt;
Right now there's a bug where a gun's filename is visible in the place the ammo type should be, and (as expected) there are a whole bunch that are closer to their real names; a quirk is that, seemingly as a stylistic choice, one letter is always written out in the phonetic alphabet. A few neat examples are (from memory) &amp;quot;sierra552&amp;quot;, &amp;quot;romeo870&amp;quot;, and &amp;quot;lima86&amp;quot;. I know a lot of pages on the site note filenames when they more accurately name the gun, so that seems worth doing here. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:05, 16 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Loadup Screen ==&lt;br /&gt;
&lt;br /&gt;
I can get a screencap to verify, but I'm pretty sure it's the &amp;quot;Traitor&amp;quot; SCAR-H as it looks like it has the same rail extension. I will say, it seems to have more ACR-like receiver pins just ahead of the stock though. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:08, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it looks like you are correct. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:34, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon/vehicle likeness in Call of Duty lawsuit ==&lt;br /&gt;
&lt;br /&gt;
https://www.gtplanet.net/call-of-duty-legal-victory-20200403/&lt;br /&gt;
https://assets.documentcloud.org/documents/6823541/Humvee.txt&lt;br /&gt;
I was browsing twitter and saw that Activision won the lawsuit brought against it by the company that made the Humvee. I guess future CoD games will no longer have to modify vehicles/guns in order to bypass lawsuits from respective manufacturers? Would be nice.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 16:20, 3 April 2020 (EDT)&lt;br /&gt;
:Although this a good win in the courts (I remember Textron and EA had a dispute over the Marine Corps helicopters from Battlefield 3), I doubt this will have much effect on weapon and vehicle models - the devs don't want to be seen as endorsing a particular brand, especially firearms and optics manufacturers.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:53, 3 April 2020 (EDT)&lt;br /&gt;
::Didn't they already use Remington and EOTech logos in MW3? Why would they change their minds now? -[[User:1morey]] April 3, 2020 5:54 PM (EST)&lt;br /&gt;
:::Gun control groups drew links between the sponsored Remington products in MW3 to the 2012 Connecticut school shooting; game publishers (most vocally EA) began distancing themselves from the firearms manufacturers since then. Also note how the Holographic sights in many of the recent games are &amp;quot;totally-not-EOTechs.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:02, 3 April 2020 (EDT)&lt;br /&gt;
::::If I recall, artists for CoD have said that a lot of the push for the slightly fictionalized optics and weapons were due to legal concerns, and not a worry over being seen as &amp;quot;endorsing&amp;quot; IRL products. Now that they've won this case, I hope that they are free of this issue, and can go back to just using accurate weapon and attachment models. After all, Ubisoft's The Division series has 1:1 attachments and weapon models, and that's a pretty high profile series. Frankly, this trend of slightly modifying guns and sights in order to appease lawyers for the publisher irritated me to no end.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:29, 4 April 2020 (EDT)&lt;br /&gt;
:::::It's especially amusing/depressing with the release of the MW2 remaster, complete with all its proper weapon models and (especially) names. &amp;gt;.&amp;gt; [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:56, 4 April 2020 (EDT)&lt;br /&gt;
::::::Everything except, amusingly enough, the Humvee.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 18:52, 4 April 2020 (EDT)&lt;br /&gt;
:::::::The EOTech looks a bit different from what I've seen. Also I guess Ubisoft must still have some deals though, like Wildlands had a licensed Ruger pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 5 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screencap/in-game brightness==&lt;br /&gt;
&lt;br /&gt;
This isn't directed at anyone specific or from anything recent, but since it was on my mind, please make sure your in-game brightness slider isn't cranked (ideally it should be right at 50). Increasing in-game brightness doesn't do anything but wash out the image and make stuff look grey; it doesn't actually improve visibility. There are definitely some screencaps here like that (probably not worth redoing or anything) and it's all too common in videos/clips floating around online. Just a friendly PSA. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:34, 10 April 2020 (EDT)&lt;br /&gt;
:I messed some up with the 1911, .357, and some shotgun, SCAR, and the sniper rifle images. I've been meaning to redo them at some point. Also, I'd recommend to turn down motion blur and set the game to Realism in a private lobby.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:05, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Highly-Modified L86 ==&lt;br /&gt;
&lt;br /&gt;
Several blueprints of the L86 feature a completely custom receiver that looks nothing like the original. I can only assume that the design of it was influenced by other weapons, but I can't quite put my finger on where the inspiration comes from. I'd like to say the MSBS/Grot, but I don't know. What do you all think?&lt;br /&gt;
&lt;br /&gt;
--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 20:03, 15 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:MW Abyss Walker 1.jpg|600px]]&lt;br /&gt;
:They remind me of CBRPS bullpup kits, kinda.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:21, 16 April 2020 (EDT)&lt;br /&gt;
::[[File:MW L86 Stratagem.jpg|thumb|none|600px|]] This is another example that has the different set of iron sights. It looks pretty fictitious other than the triggerguard and pistol grip look kinda QBZ-ish. And yeah, they look kinda CBRPS but that seems weird as the L86 is already a bullpup. Also note the &amp;quot;ambidextrous&amp;quot; charging handle right where the user's cheek would go...--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:41, 16 April 2020 (EDT)&lt;br /&gt;
:::It also now lacks a rear fire selector, and the cross-bolt safety's been replaced with a two-position lever marked &amp;quot;0&amp;quot; and &amp;quot;A&amp;quot;. Plenty of empty space within the rail system as well. Yikes to that ambi charging handle too, but at least it's got a brass deflector, right? --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 16:42, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Hadir's AUG==&lt;br /&gt;
Just a heads up that his personal AUG (the one with the proper flash hider, tape wrapped around parts of it, etc) is available right now as the reward for winning one of those weekly tournament things. On a related note, someone on reddit noticed that you can actually recognize Hadir in the intro mission in the campaign, because despite wearing a gas mask / disguise, he's still using his AUG. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:55, 16 April 2020 (EDT)&lt;br /&gt;
:I caught that pretty early on, although I'm still trying to figure out why Hadir's AUG went from 5.56 to 9mm, I guess from a patch?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:52, 20 April 2020 (EDT)&lt;br /&gt;
::I would bet it's a bug, with the &amp;quot;attachment&amp;quot; getting removed. I'll see if I can ask [https://old.reddit.com/user/artpeasant/ the art guy] next time he's poking his head around reddit, he's pretty active there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:44, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==CoD Tracker unlockables database==&lt;br /&gt;
The CoD Tracker site has just recently put up a database of all the operator skins, weapon blueprints, calling cards, and all that stuff that's in the game; [https://cod.tracker.gg/warzone/db/weapons the list of weapon blueprints could prove handy around here.] These are pulled from the files, though it's not datamining in the same sense we're used to with games, with bits of code or whatever referencing leftovers/unfinished stuff; this is all the items that are fully finished and implemented into the game, but including those that haven't been &amp;quot;switched on&amp;quot; or been given a bundle or other way of unlocking them yet. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:12, 17 April 2020 (EDT)&lt;br /&gt;
:Some of the weapon images are apparently pre-release models. For example, the HK433 has the markings of the Beta version, and the &amp;quot;Renetti&amp;quot; has a grip identical to that of a real Beretta M9A3 (unlike the final model, which was altered). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:42, 17 April 2020 (EDT)&lt;br /&gt;
:::EDIT: they now changed the Renetti's image to reflect the in-game grip. And it turned out that the menu icons with beta features (such as the HK433 and MCX) are actually in the retail game, but these are just the small menu icons, not the actual usable weapon models. --[[User:Ultimate94ninja|Ultimate94ninja]]&lt;br /&gt;
::I've seen the tracker site, nice to be able to have something of a loot master list. About the beta stuff, I've noticed that the MG5 &amp;quot;Dusk&amp;quot; has the proper &amp;quot;Kal.&amp;quot; marking on its receiver. Not sure if it's intentional or they forgot to change it, since I'm pretty sure the fictional Mack8 Armory is US-based. --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 19:29, 17 April 2020 (EDT)&lt;br /&gt;
:::The &amp;quot;Monochromatic&amp;quot; Desert Eagle also still says &amp;quot;.50AE&amp;quot; on the barrel, instead of just &amp;quot;.50&amp;quot;. On that note, it's especially odd they dropped all references to &amp;quot;AE&amp;quot; from the Desert Eagle, but then added a .41AE conversion for the Uzi, named exactly that. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:29, 18 April 2020 (EDT)&lt;br /&gt;
::::Trying to make sense of these changes is an exercise in futility.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:12, 18 April 2020 (EDT)&lt;br /&gt;
:::::Yeah, it is. It's almost as futile as trying to find all the branding inconsistencies with blueprints. I would know since that's something I've been doing in my lock-down boredom.--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 13:07, 19 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Real world attachments section addition?==&lt;br /&gt;
&lt;br /&gt;
I'm wondering if its worth adding a section for real world attachments that appear across multiple weapon systems in game. The &amp;quot;Commando Foregrip&amp;quot; is obviously a magpul angled foregrip. There is a full size and stubby version of the TangoDown vertical foregrip. There is an EOTech-like optic, I think an Aimpont one and one that looked like an Elcan Specter. There are buttstocks that resemble BCM/Crane and Magpul.&lt;br /&gt;
&lt;br /&gt;
Anyways, just food for thought. The developers did really good using a lot of real world accessories. Someone let me know if this is worth having its own section. --[[User:TheFlyingDutchman|TheFlyingDutchman]] ([[User talk:TheFlyingDutchman|talk]]) 05:10, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Usually I'm the guy with the IRL attachments info. I was always in favor of adding some kind of a section for the attachments. However, given the sheer amount of attachments in this game and the fact that the main page is already getting too big I think the best way to do it would be to add the attachments section in the discussion tab similar to how we've done with the &amp;quot;miscellaneous&amp;quot; and melee weapons sections in other CoD articles. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 11:44, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::ArmA 3's talk page has a section on attachments, like Nanomat's suggestion.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:50, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I would love to see a section on attachments. It's only the most &amp;quot;common&amp;quot; stuff I can recognize myself (EOTech of some model, Elcan Speter, PBS-1/PBS-4 suppressors, etc), but most of it I have no idea, and there's no easy way to find all of it if you don't already know them or know what you're looking for. Specific IDs (if possible) for more &amp;quot;generic&amp;quot;/same-y stuff like sniper rifle scopes or suppressors is always cool to have. I've been wondering, what's the PBX Holo 7 optic based on? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:44, 20 April 2020 (EDT)&lt;br /&gt;
::::I think it's supposed to be the Hartmann MH1, which is also in Breakpoint.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M249 or Minimi? ==&lt;br /&gt;
&lt;br /&gt;
[http://i.redd.it/sxvaklnhopv41.png Here's] a high-res render of the &amp;quot;Bruen Mk9&amp;quot;. It appears that the handguard was based on that of a current-production FN Minimi ([http://www.fnherstal.com/sites/default/files/2018-07/FN-MINIMI-556-Mk3-Standard-6-1280x800.jpg right side] and [http://www.fnherstal.com/sites/default/files/2018-07/FN-MINIMI-556-Mk3-Tactical-SB-2-1280x800.jpg left side], for comparison), and I don't think that this type of handguard is used on the M249, is it? Then again, the handguard model is not an exact match, but I'm wondering, should the ID be changed to the Minimi due to the similarity? On that note, the game files refer the weapon to as &amp;quot;mkilo3&amp;quot;, which matches the Mk3 designation of the current-production Belgian FN Minimi.&lt;br /&gt;
&lt;br /&gt;
A couple of additional notes: it lacks a heat shield by default, but gains one via a couple of barrel attachments, and anyway there are some Minimis and M249 with or without heat shields. On the opposite end of the scale, the in-game receiver has American markings (Glendale CA), but these are just fictional markings; many of the in-game weapons have markings that contradict the real-life origin of the weapons. The gas regulator lever is also fictionalized.&lt;br /&gt;
&lt;br /&gt;
Any opinions? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:29, 29 April 2020 (EDT)&lt;br /&gt;
:That sounds right. I'm sure there's gonna be a lot of variations available in game once we see all the Gunsmith customizations.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:13, 29 April 2020 (EDT)&lt;br /&gt;
::The &amp;quot;Mk3&amp;quot; filename and handguard alone is enough to go with Minimi, but the European-sounding &amp;quot;Bruen&amp;quot; name and similar-to-Mk3 &amp;quot;MK9&amp;quot; definitely fit with that too. And if all things were equal, I feel it's better to credit something to its original form than what X or Y nation adopts it as. Naturally there are M249 elements in here too, like the Para barrel's heatshield. The skeleton stock seems to be a take on the classic/original Minimi stock (though it's somewhat Para-like too, so it would work as a stand-in for that build), and similarly the Summit barrel handguard looks to be the classic/original Minimi handguard, with the cutouts &amp;quot;upside down&amp;quot;. As an aside, thanks for adding Bucky's SAW build to the page, I'm so happy that's actually a setup we can make. :D [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:27, 29 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Apparently, the &amp;quot;stock&amp;quot; image of the vehicle mounted Minimi is from here (Promotional for Elbit Systems USMC night vision contract): https://www.facebook.com/elbitsystemsltd/photos/a.234964346835232/1050089205322738/&lt;br /&gt;
--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:51, 16 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Datamine==&lt;br /&gt;
There's now an actual Vector that's been datamined IN ADDITION to the APC9.  Also, what appears to be a Galil ACE 31 and a Barrett XM109 are part of it as well. https://www.reddit.com/r/modernwarfare/comments/gim9v1/probable_weapon_leaks_for_season_4_and_then_some/ --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 12:32, 16 May 2020 (EDT)&lt;br /&gt;
:There's also mention of a H&amp;amp;K G28 (already acknowledged at the top of the page) within data as &amp;quot;sn_golf28&amp;quot; and statistics, no assets so far though. About Vector: if assuming [https://www.reddit.com/r/modernwarfare/comments/gp1z56/for_all_the_vector_lovers_can_we_talk_about_this/ this] untextured model of Vector is ''finished'' then it's not going to be functional from realism standpoint? --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 11:05, 23 May 2020 (EDT)&lt;br /&gt;
::I mean, I guess there ''could'' be room for a recoil/weight system in there, but it'd be a stretch for sure - your best bet would be a rat-tailed bolt weight (kinda like an Auto-5, but for completely different reasons); at any rate, it's not going to work like a normal Vector anymore. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:50, 23 May 2020 (EDT)&lt;br /&gt;
:::I'd suspect they might be doing the same thing with the LWRC/UMP where they add the APC9 as the base weapon and then the Vector as a blueprint variant or vice versa, but we'll see.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:14, 23 May 2020 (EDT)&lt;br /&gt;
::::On another note, I noticed that the APC9's receiver is extended to the rear, similarly to the B&amp;amp;T GHM9. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:39, 23 May 2020 (EDT)&lt;br /&gt;
:::::Checking back that main thread about probable S4 weapons: the Vector model with all attachments was already datamined 4 days ago and the missing bridge one is outdated. [https://www.reddit.com/r/modernwarfare/comments/gim9v1/probable_weapon_leaks_for_season_4_and_then_some/fr54c5l?utm_source=share&amp;amp;utm_medium=web2x Updated model with some attachments]. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 18:05, 23 May 2020 (EDT)&lt;br /&gt;
::::::Looks like that UI symbol was just an older version, before the legal team had a go-over of the weapon models (probably to justify their salaries). Talk about a disappointment though.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 12 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Changes to default attachments==&lt;br /&gt;
Season 5 has updated the default look for barrels/stocks/mags on a few guns, as in the appearance you get if you remove a special attachment on a blueprint weapon. The M4's barrel, stock, and mag now default to black, the AK's handguard and stock default to black and mag to not-rusty, SCAR's upper reciever and stock to black, P320's slide to black, and M9's slide and mag to black (though technically the slide is the new default regardless). EDIT: Also the DP-12, 725, PKM, MG5, MG 34, M14, and SVD. We also have a plain, no-frills black SCAR and M9 in the Battlepass, along with an AKS-74U type build that features a black/normal version of the Polish-style stock from Farah's rifle. And of course, weapon inspect animations. [https://old.reddit.com/r/modernwarfare/comments/i44c23/attention_to_detail_with_weapon_inspect_we_can/ Worth noting is that bolts properly lock back and such even on weapons we couldn't directly see without the inspect animations, like the MCX.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:00, 6 August 2020 (EDT)&lt;br /&gt;
:I'm split on whether to add screencaps showing off the locked back bolts/open bolts now that we have a working weapon inspect in the game. A part of me thinks it would be relevant as a showcase of the generally high quality nature of the gun modelling, but this page is getting pretty bloated and having a trillion new pics might be overkill. Thoughts? Perhaps time to clean up some of the old beta screencaps and redundant images to make room?--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 6 August 2020 (EDT)&lt;br /&gt;
::I think it'd be worth showing off; if we do really need the space, we could (as you mentioned) get rid of some of the first-person beta images, since all they really show is the same gun with a few attachments on a different map. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:49, 6 August 2020 (EDT)&lt;br /&gt;
:::With the current depth of detail in MW and presumably future COD games, I think we will need a new format for these articles. Maybe have each section (assault rifles, SMGs, etc) be a separate subpage like in [http://www.imfdb.org/wiki/Hot_Dogs,_Horseshoes_%26_Hand_Grenades Hot Dogs, Horseshoes &amp;amp; Hand Grenades]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:31, 6 August 2020 (EDT)&lt;br /&gt;
::::You could see the BHO features prior when reloading while aiming through a canted RDS (I have an image of this in the L86 entry). I've been thinking too that some sections have extraneous images that could be moved to the top of this page. Having said that, I don't think we need to show every locked-open bolt in a screenshot nor do we need to adopt the H3VR format, there won't be nearly that many weapons. Also, the SG 552 has a new fancy barrel attachment, has anyone else found other new attachments?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:56, 6 August 2020 (EDT)&lt;br /&gt;
:::::The AUG has had its muzzle brake model changed.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:24, 8 August 2020 (EDT)&lt;br /&gt;
::::::It has? It seems the same to me, that squarish, side-vent thingy. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:37, 9 August 2020 (EDT)&lt;br /&gt;
:::::::Ah, you're right. I guess the only thing they did was update the menu UI symbol for the muzzle brake to reflect the actual world model.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 21:47, 9 August 2020 (EDT)&lt;br /&gt;
::::::::You had me really excited there, for a moment I thought they might have made it the proper AUG flash hider, so I don't have to use the Gremlin barrel (and no muzzle attachment) to get the look haha. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:58, 9 August 2020 (EDT)&lt;br /&gt;
:::::::::Are you talking about the &amp;quot;Death Roll&amp;quot; AUG blueprint which has the closed OG AUG flash hider? Yeah, hopefully they'll do some more Cold War-esque attachment options in later updates to hype up the BLOPS reboot.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:53, 9 August 2020 (EDT)&lt;br /&gt;
::::::::::Alex mentioned above that the Gremlin blueprint (Hadir's A2 style AUG) was an unlockable from winning a gunfight tourney, but the Death Roll is basically the same thing just with an alligator skin and brown colored tape.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:53, 10 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AN-94 hyperburst  ==&lt;br /&gt;
&lt;br /&gt;
If I'm not mistake, it seems like the recent mid-season updates fixed the full-auto's hyperburst salvo to behave as it should, similar to ''BOII''. Can anyone else verify/confirm this?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:43, 31 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== C4 clacker ==&lt;br /&gt;
&lt;br /&gt;
The C4 clacker in this game is a weird thing shaped like a radio. Is it based on anything in real life? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:25, 16 September 2020 (EDT)&lt;br /&gt;
[[File:MW2019 Clacker.jpg|thumb|none|400px|]]&lt;br /&gt;
&lt;br /&gt;
Actually, I found it. Here is a [https://jaythurm.artstation.com/projects/0XKaLe detailed model of the in game detonator] which is based on [https://free3d.com/it/3d-model/military-radio-rf23-epm-5659.html RF23 EPM handheld radio]. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:33, 17 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Makarov Gameplay ==&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/modernwarfare/comments/jb29a8/new_pistol/ Here's some gameplay of the as-of-yet unfinished Makarov pistol.]&lt;br /&gt;
&lt;br /&gt;
It's about time this game has a Russian handgun. While the Makarov is still widely used worldwide, I kinda expected an MP-443 to be the Russian pistol of choice that would get added. Or better yet, the GSh-18 since that hasn't been featured in a ''Call of Duty'' before. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:36, 14 October 2020 (EDT)&lt;br /&gt;
:I thought the &amp;quot;Makarov&amp;quot; datamine was supposed to be of the character from the original series, lol. I wonder if this is supposed to release as a crossover weapon for Warzone with BOCW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:49, 15 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, is not really on time. This gun or better his descendant; the PMM should have been in game since Day 1 like the Sten in CoD WWII and in campaign used by Barkov's men during flashbacks, while a MP-443 during 2019 segment. Especially jarring since before &amp;quot;Old Comrades&amp;quot; Laswell ask to use &amp;quot;Russian weapons only&amp;quot;. The only Russian weapons are AKs and a RPG-7. Nikolai should have give a PMM, a MP-443 Granch and a spec ops pistol like a PL-14 or a SP-1 instead of a Glock 21, a P320 and a Desert Eagle. I assume all of you are gonna agree.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:40, 9 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== AA-12 ==&lt;br /&gt;
Am I the only one who feels like in-game AA-12 with all of its fictional details looks somewhat like AA from MW2? Namely, I am talking about the ribs on the magazine and the charging handle. &lt;br /&gt;
&lt;br /&gt;
NVM, I didnt know about COD:O model.[[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 18:15, 15 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Warzone weapons==&lt;br /&gt;
How are we going to handle the recent news that all BOCW weapons will be in Warzone? Just pretend Warzone doesn't exist?--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:01, 5 November 2020 (EST)&lt;br /&gt;
:It would be kinda redundant to list Cold War weapons on the MW article which is already quite extensive. On the other hand making a separate article for Warzone would also be kinda redundant since it will just combine the MW and CW articles. So I suggest just list the CW weapons on the CW article and mention that they also appear in Warzone and have a notice on the MW article like ''for Black Ops Cold War weaponry in Warzone see &amp;lt;Black Ops Cold War article&amp;gt;''? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:49, 5 November 2020 (EST)&lt;br /&gt;
::I second that method, it's definitely the simplest and cleanest way to handle this. Still bummed we can't use CW weapons in MW MP when they already had to make them work in the MW engine, but oh well. :P [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:12, 6 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
https://www.pcgamer.com/call-of-duty-warzone-is-getting-a-major-facelift-in-cold-war-season-1/&lt;br /&gt;
This article shows how it's gonna work. I think it would make sense to add a Warzone subsection to the BOCW page for the depiction of its guns in the different engine, assuming there are some differences. Or maybe a &amp;quot;Warzone version&amp;quot; subsection for each entry, like what we've done with the remastered games.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:12, 11 December 2020 (EST)&lt;br /&gt;
:Judging by the implementation of operators there won't be any significant difference. The engine being different doesn't mean much, the models are basically unchanged, it's like porting weapons from COD4 to MW2. Having subsections for the remastered weapons made sense because the models there are essentially different but here they would be the same so I think having these additional sections would be redundant. Just mentioning that the gun also appears in Warzone and having a Warzone screenshot would be enough. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:10, 11 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;SP-R 208&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I identified the &amp;quot;SP-R 208&amp;quot; as an M24 when it got released. However, I've been wondering for a while if it's better to identify it as a heavy-barreled Remington 700 modified with an H-S Precision M24-style stock. For starters, the handguard appears to have been based on that of a Remington 700 SPS (or ADL), and the in-game gun has a variety of ammunition options that include .300 Norma Magnum, the latter seeming unusual for an M24. On another note, the game files refer the gun to as &amp;quot;sn_romeo700&amp;quot; (gamefile names aren't necessarily a true representation of the gun model, but still). Any opinions? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:42, 5 December 2020 (EST)&lt;br /&gt;
:I've always thought it should probably be indexed as the R700, given the wide latitude of configurations.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:25, 5 December 2020 (EST)&lt;br /&gt;
::On a related tangent, can anyone tell if the two alternate bolts are based on anything in particular? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:13, 6 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Makarov and Scorpion ==&lt;br /&gt;
For anyone who hasn't heard, these two have snuck into a playable state within the Survival mode (and within the service record weapon menu), and we can use them and all their attachments in a '''Local''' match of that mode. It's a bit of a pain to test since you only have 30 seconds between waves to customize your loadout, but I had quite a lot of success on Backlot, hiding in the stairwell of that central building. [https://i.imgur.com/Upv9cvo.png I put together this image of the different barrel attachments for the Makarov, which actually change both the slide and frame.] The ADS barrel gives it different slide serrations and a stainless finish, the suppressed barrel gives it the barrel, suppressor, extended frame, and half-slide of the PB, and the auto barrel gives it the slide, forward frame, and trigger guard of the Stechkin APS in a shiny blued finish. It also borrows the PMM's 12 round capacity; the magazine model is that of the PM, but can be seen holding 12 rounds in a double-stack pattern (which deplete when used). The pistol fires double action only by default and with two of the trigger attachments, however the third trigger makes it single action and the animations change to reflect this; the single action trigger also adds an animation of decocking the pistol with the safety when switching away from it. It can also use the real pistol's crazy 80-round drum (as well as a 20-round stick mag) as well as the APS's bakelite stock or wire stock, and I believe one of the grip attachment options is the PMM's grips. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:56, 19 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
I find the name obfuscation for the Makarov (Sykov) completely pointless as the its chambering already shows &amp;quot;9mm Makarov&amp;quot;. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 19:17, 20 December 2020 (EST)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1388327</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1388327"/>
		<updated>2020-12-21T00:17:07Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Makarov and Scorpion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Extraneous Images=&lt;br /&gt;
For images from the main article that are unnecessary but probably still noteworthy enough to be kept here.&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with a SureFire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the beta build of Modern Warfare 2019 erroneously used the safety as a fire selector switch. As of launch, this has been fixed.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; adjustable stock. Although it might seem ridiculous to put a scope onto a shotgun, the 725 actually has the longest effective range out of any shotgun in the game, allowing it to practically snipe. Several nerfs have been implemented to remedy this, however it still remains deadly at such ranges a shotgun shouldn't be.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|An M16 build made from the OG blueprint. Note the reworked carry handle, which resembles a G36's scoped carry handle with the front end cut out, and another cutout is present along the rail. The RIS mount knobs are on the right-hand side, opposite of the real version.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
=Additional=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
A [[Makarov PM]] has been datamined.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
A [[CZ Scorpion Evo 3]] has been datamined.&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|400px|CZ Scorpion Evo 3 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer MG 338==&lt;br /&gt;
A SIG Sauer MG 338 has been datamined.&lt;br /&gt;
[[File:SIG Sauer MG 338.jpg|thumb|none|450px|SIG Sauer MG 338  - .338 Norma Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous=&lt;br /&gt;
==Auto-injector Pen==&lt;br /&gt;
An auto-injector pen resembling EpiPen auto-injector pen is used when self healing.&lt;br /&gt;
&lt;br /&gt;
==Ballistic Knife==&lt;br /&gt;
A Soviet ballistic knife is used in some Operator Finishing Moves in multiplayer/Warzone, including Bale's &amp;quot;Trick Shot&amp;quot;, Minotaur's &amp;quot;Pinned&amp;quot;, Rodion's &amp;quot;Walk Into It&amp;quot;, and Woods' &amp;quot;Payback&amp;quot; (which is available to all Operators after Woods is unlocked from the Black Ops Cold War pre-order).&lt;br /&gt;
&lt;br /&gt;
==Benchmade Fixed Osborne Contego==&lt;br /&gt;
The Benchmade Fixed Osborne Contego appears as the &amp;quot;Combat Knife&amp;quot; and many of its blueprints. It is also used as the &amp;quot;Throwing Knife&amp;quot;.&lt;br /&gt;
[[Image:MW2019 knife.jpg|thumb|none|500px|The combat knife in the secondary weapon selection screen.]]&lt;br /&gt;
&lt;br /&gt;
==Blackhawk Tatang==&lt;br /&gt;
The Blackhawk Tatang is once again available as the &amp;quot;Ghost Dance&amp;quot; blueprint. It's included in the &amp;quot;Ghost Pack: Contingency&amp;quot; pack in a reference to its appearance in ''Modern Warfare 2''.  &lt;br /&gt;
&lt;br /&gt;
[[Image:BH15TT00BK.jpg|thumb|none|500px|The Blackhawk Tatang in real life.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;No Masters&amp;quot;==&lt;br /&gt;
The &amp;quot;No Masters&amp;quot; blueprint resembles M-Tech Tomahawk and Hardcore Hardware Australia Tactical Tomahawk.&lt;br /&gt;
&lt;br /&gt;
==Kali Sticks==&lt;br /&gt;
The Philippine Kali sticks also known as Arnis were added with Season 4.&lt;br /&gt;
&lt;br /&gt;
==Tanto==&lt;br /&gt;
A pair of Japanese Tanto appear as the &amp;quot;Aomi&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==2K25 Krasnopol==&lt;br /&gt;
A 2K25 Krasnopol guided artillery shell represents the Cluster Strike killstreak. This is inaccurate as Cluster Strike is meant to be a cluster mortar strike while the 2K25 Krasnopol is a conventional non-cluster laser-guided projectile.&lt;br /&gt;
&lt;br /&gt;
==Storm Shadow/SCALP EG==&lt;br /&gt;
A Storm Shadow/SCALP EG cruise missile appears as the Cruise Missile killstreak.&lt;br /&gt;
&lt;br /&gt;
==Vietnam War MACV-SOG Knife==&lt;br /&gt;
A sylized Vietnam War era CISO MACV-SOG knife appears as the &amp;quot;Arterial&amp;quot; blueprint.&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
== Stocks ==&lt;br /&gt;
=== MFT Minimalist Stock ===&lt;br /&gt;
Available on certain blueprints as the &amp;quot;FSS Close Quarters Stock&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Optics ==&lt;br /&gt;
=== 1P29 Scope ===&lt;br /&gt;
The Russian 1P29 appears as the &amp;quot;VLK 3.0x Optic&amp;quot; and is depicted with a custom Weaver/Picatinny mount. It uses a much more PSO-like reticle with a red dot replacing the center chevron instead of the real 1P29's distinct hanging post.&lt;br /&gt;
&lt;br /&gt;
=== Aimpoint Micro T-1 ===&lt;br /&gt;
The Aimpoint Micro T-1 appears as the &amp;quot;Aim-Op&amp;quot; reflex sight. The model is reversed, with the controls on the left side.&lt;br /&gt;
&lt;br /&gt;
=== Armasight Vulcan 3.5x MG Compact Night Vision Riflescope ===&lt;br /&gt;
The &amp;quot;Merc Thermal Optic&amp;quot; resembles a Vulcan 3.5x MG Night Vision Riflescope with some cosmetic alterations.&lt;br /&gt;
&lt;br /&gt;
=== BelOMO PK-AS-W ===&lt;br /&gt;
The BelOMO PK-AS-W collimator sight appears as the &amp;quot;APX5 Holographic Sight&amp;quot; and is depicted with a much more low-profile mount than in reality, as well as a much thinner adjustment dial. It also sits flush with the mount, unlike the real version that has a visible gap.&lt;br /&gt;
&lt;br /&gt;
=== BelOMO POSP ===&lt;br /&gt;
The &amp;quot;Variable Zoom&amp;quot; scope for the SVD and the SKS is a rail-mounted version of the POSP scope. It is also the default scope for the modernized Dragunov blueprints. &lt;br /&gt;
&lt;br /&gt;
=== EOTech EXPS2 ===&lt;br /&gt;
The EOTech EXPS2 appears as the &amp;quot;Corp Combat Holo Sight&amp;quot;. It features a noticeably taller lens, and is slightly longer overall. It lacks an adjustment screw and the differently-modeled QD throw lever is reversed.&lt;br /&gt;
&lt;br /&gt;
Given the lack of branding and the name, it is implied that the optic is produced directly by the US Military in the MW universe.&lt;br /&gt;
&lt;br /&gt;
=== EOTech HHS II ===&lt;br /&gt;
The EOTech HHS II appears as the &amp;quot;4.0x Flip Hybrid&amp;quot;. The EXPS2 used for the &amp;quot;Corp Combat Holo Sight&amp;quot; remains the same. The G33 magnifier is depicted as sitting closer to the EXPS2's lens instead of having its objective lens flush with the ring mount. The rubber-like sleeve is a drab green instead of black and has a much different profile. It lacks an adjustment knob on its side.&lt;br /&gt;
&lt;br /&gt;
The G33 in this universe is produced by &amp;quot;Solozero Optics&amp;quot; while the side-flipping mount is produced by &amp;quot;First Signal Solutions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== FLIR Systems RS-32 Thermal Night Vision Riflescope ===&lt;br /&gt;
Both the &amp;quot;Thermal Sniper Scope&amp;quot; and &amp;quot;Thermal Dual Power Scope&amp;quot; resemble the FLIR RS-32 optic, with an altered housing.&lt;br /&gt;
&lt;br /&gt;
=== Hartman MH1 ===&lt;br /&gt;
The &amp;quot;PBX Holo 7&amp;quot; is based loosely on the Hartman MH1 optic.&lt;br /&gt;
&lt;br /&gt;
=== HoloSun HS510C ===&lt;br /&gt;
The HoloSun HS510C appears as the &amp;quot;Operator Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Kobra Red Dot ===&lt;br /&gt;
The Russian Kobra red dot sight appears as the &amp;quot;Viper Reflex Sight&amp;quot;. As with the Micro T-1, the controls are reversed and modeled on the left side.&lt;br /&gt;
&lt;br /&gt;
=== L3 Insight CNVD-T ===&lt;br /&gt;
The &amp;quot;Solozero NVG Enhanced&amp;quot; infrared scope resembles a slightly scaled-down L3 Insight CNVD-T thermal scope, with a larger objective endpiece.&lt;br /&gt;
&lt;br /&gt;
=== Leupold HAMR ===&lt;br /&gt;
The Leupold HAMR appears as the &amp;quot;Integral Hybrid&amp;quot; optic. It sports a segment of rail along the right side.&lt;br /&gt;
&lt;br /&gt;
=== NPZ/Izhmash PSO-1 ===&lt;br /&gt;
The Dragunov uses a PSO-1 scope with the rubber eyepiece by default, and it is available simply as the &amp;quot;Dragunov Optic&amp;quot; for the AS Val.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
The Russian OKP-7 appears as the &amp;quot;Monocle Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Raytheon ELCAN Specter DR 1-4x ===&lt;br /&gt;
The Raytheon ELCAN Specter DR 1-4x appears as the &amp;quot;Scout Combat Optic&amp;quot;. It is depicted with its BUIS bases and even the mounting plate for the micro red dot that pairs with it, but neither can be equipped. The description also reads that it features a 3.25x magnification, which is impossible on a real Specter DR.&lt;br /&gt;
&lt;br /&gt;
Given the lack of branding, in universe, the Specter DR may be manufactured directly by a nation's military, likely the US.&lt;br /&gt;
&lt;br /&gt;
=== SIG-Sauer ROMEO 3 MAX ===&lt;br /&gt;
The &amp;quot;Cronen LP945 Mini Reflex&amp;quot; sight resembles a SIG ROMEO 3 micro red dot, having a very similar style of forward cant on the round lens housing. &lt;br /&gt;
&lt;br /&gt;
=== Trijicon MGRS ===&lt;br /&gt;
The Trijicon Machine Gun Reflex Sight appears mounted on the M2HB as part of the &amp;quot;Shield Turret&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
=== Vortex Venom Red Dot ===&lt;br /&gt;
The Vortex Venom Red Dot appears as the &amp;quot;Solozero Optics Mini Reflex&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
&lt;br /&gt;
=== GPSI Grip Pod ===&lt;br /&gt;
A Grip Pod is a unique attachment for the SCAR-H; it combines the standing bonuses of a regular foregrip with the crouch/prone benefits of the bipod available on other weapons.&lt;br /&gt;
&lt;br /&gt;
=== Knight's Armament Company Forward Pistol Grip ===&lt;br /&gt;
The &amp;quot;Ranger Foregrip&amp;quot; on some weapons such as the FAMAS and the MW2 M4A1 blueprint is a KAC foregrip.&lt;br /&gt;
&lt;br /&gt;
=== Magpul AFG-2 ===&lt;br /&gt;
The Magpul AFG-2 appears as the &amp;quot;Commando Foregrip&amp;quot;. The B&amp;amp;T APC9 and the later-added AS Val use a unique shorter variant that resembles a mix of Magpul and B&amp;amp;T's designs.&lt;br /&gt;
&lt;br /&gt;
=== Magpul Rail Vertical Grip ===&lt;br /&gt;
The &amp;quot;Ranger Foregrip&amp;quot; takes the appearance of a Magpul Rail Vertical Grip on weapons such as the MP7, SMG-45, and M14. The &amp;quot;Wendigo&amp;quot; AK-47 variant uses the RVG as its &amp;quot;Operator Foregrip.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Strike Industries Cobra Tactical Fore Grip ===&lt;br /&gt;
A slightly modified version of the SI Cobra Tactical grip appears simply as the &amp;quot;Tactical Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== TangoDown Vertical Fore Grip ===&lt;br /&gt;
The TangoDown Vertical Fore Grip (with the QD variant's throw lever) appears in full length form as the &amp;quot;Ranger Foregrip&amp;quot; and in a stubby configuration as the &amp;quot;Operator Foregrip&amp;quot;. An update in Season 3 changed the &amp;quot;Operator&amp;quot; model, with the grip featuring the same shaved off light switch mount sections on the 9 and 3'oclock positions. The original, correct QD model is still available as the Remington 870's tan stubby &amp;quot;Merc Foregrip.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Troy Industries Modular Combat Grip ===&lt;br /&gt;
The &amp;quot;Merc Foregrip&amp;quot; resembles the Troy Modular Combat Grip. The &amp;quot;Old Country&amp;quot; PKM blueprint turns it into the Magpul RVG used on other weapons, described above. &lt;br /&gt;
&lt;br /&gt;
=== Zenit RK-series foregrips ===&lt;br /&gt;
The Origin-12's default horizontal grip resembles a Zenit RK-2 foregrip with fully round segments, and its &amp;quot;Merc&amp;quot; and &amp;quot;Commando&amp;quot; foregrips that are shared with the PKM's &amp;quot;Snatch Grip&amp;quot; all resemble a flatter RK-2 with larger scalloped flat sections, in a side-swiveling mount. The &amp;quot;Buzzsaw&amp;quot; blueprint for the L86A1 has a unique &amp;quot;Ranger&amp;quot; grip similar to the Origin-12's default  grip.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Cronen Shark II&amp;quot; ===&lt;br /&gt;
An angled foregrip unique to the &amp;quot;Grau 5.56&amp;quot;, based off of the angled foregrip integrated into the FAMAE SAF-200's handguard.&lt;br /&gt;
&lt;br /&gt;
== Lasers ==&lt;br /&gt;
=== Tac Laser (Western) ===&lt;br /&gt;
The &amp;quot;Tac Laser&amp;quot; for certain Western rifles is based on the PEQ-15.&lt;br /&gt;
&lt;br /&gt;
=== 5mw Laser (Western) ===&lt;br /&gt;
The &amp;quot;5mw Laser&amp;quot; for certain Western rifles is based on the Steiner DBAL.&lt;br /&gt;
&lt;br /&gt;
=== 1mw Laser (Handgun) ===&lt;br /&gt;
The &amp;quot;1mw Laser&amp;quot; for handguns is based on the Surefire X400 series of flashlight/laser combination weaponlights.&lt;br /&gt;
&lt;br /&gt;
=== 5mw Laser (Handgun) ===&lt;br /&gt;
The &amp;quot;5mw Laser&amp;quot; for handguns is loosely based on the Steiner DBAL-PL.&lt;br /&gt;
&lt;br /&gt;
=== Tac Laser (Handgun) ===&lt;br /&gt;
The &amp;quot;Tac Laser&amp;quot; for handguns is a hybrid of the Viridian C5L-R and Streamlight TLR-8.&lt;br /&gt;
&lt;br /&gt;
== Muzzle devices ==&lt;br /&gt;
=== &amp;quot;Flash Guard (Western)&amp;quot; ===&lt;br /&gt;
The Flash Guard attachment for NATO rifles is based on the Surefire SOCOM 3-Prong Flash Hider.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Muzzle Brake (Western)&amp;quot; ===&lt;br /&gt;
The Muzzle Brake attachment for NATO rifles is based on the Surefire SFMB-556-1/2x28.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Compensator (1)&amp;quot; ===&lt;br /&gt;
The Compensator attachment for a large number of both Russian and western rifles and submachine guns is based on the KAC Triple Tap Flash Suppressor.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Compensator (2)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Compensator&amp;quot; attachment for the MP5 and SCAR is based on the Battlecomp 2.0.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Monolithic Suppressor (Handgun)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Monolithic Suppressor&amp;quot; for handguns is based on the full length Rugged Suppressors Obsidian 9. The &amp;quot;Heavy Silence&amp;quot; blueprint for the P320 turns it into a SilencerCo Osprey.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Monolithic Suppressor (Western)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Monolithic Suppressor&amp;quot; for NATO rifles, LMGs and submachine guns is based on the AAC M4-2000.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Monolithic Suppressor (Russian)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Monolithic Suppressor&amp;quot; for Russian rifles, LMGs and submachine guns is modelled after the TSNIITochMash PBS-4.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Tactical Suppressor (Western)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Tactical Suppressor&amp;quot; for Western rifles and submachine guns is based on the KAC 556QDSS-NT4 silencer.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Tactical Suppressor (Russian)&amp;quot; ===&lt;br /&gt;
The &amp;quot;Tactical Suppressor&amp;quot; for Russian firearms and certain Western rifles is based on the PBS-1.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Desperado Pro Compensator&amp;quot; ===&lt;br /&gt;
The &amp;quot;Desperado Pro Compensator&amp;quot; for the Beretta M9A3 is loosely based on the SGS compensator for Beretta pistols.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;FORGE TAC Marauder&amp;quot; ===&lt;br /&gt;
The &amp;quot;FORGE TAC Marauder&amp;quot; for the AA-12 is based on the SilencerCo Salvo 12.&lt;br /&gt;
&lt;br /&gt;
== Bayonets ==&lt;br /&gt;
=== AKM Type II Bayonet ===&lt;br /&gt;
The AKM Type II Bayonet can be attached to the AK-47. Instead of being attached directly under the barrel, it is depicted as being attached at a slight angle, presumably to allow for the attachment of other underbarrel attachments, however, this would be impossible in reality as the bayonet wouldn't be able to lock into the bayonet lug. It is also inaccurately depicted as being attachable to the AKS-74U conversions.&lt;br /&gt;
[[Image:AKM type 2 bayonet.jpg|thumb|none|400px|An AKM type 2 (6H4) bayonet with scabbard.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. EDIT: judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 style front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
:::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
&amp;lt;s&amp;gt;Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
::To be fair, that's pretty much the only way to do it on the shorter-barreled variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:19, 17 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
:OK, so I found out that if you combine dual Glocks with shoulder stocks, get on a ladder, and ADS, this happens: [[File:MW Glock ladder bug.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;br /&gt;
:Or is it a hybrid of both? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:26, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== New gun in Season 2 trailer ==&lt;br /&gt;
&lt;br /&gt;
I noticed a new weapon in the second season trailer.  The rate of fire is similar to a shotgun.  Anyone have any ideas? --[[User:Pustelga7|Pustelga7]] 11 February 2020&lt;br /&gt;
:[[M26 Modular Accessory Shotgun System]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:01, 11 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SG 552 barrels ==&lt;br /&gt;
Pretty sure the Nexus is a pure hybrid of the 550/551, while the Archangel is purely the 550 SR. The Nexus has three vent holes (551) but also a bipod (550), and while it's a shorter barrel than the Archangel, the handguard is basically the same length (as the 550 and 550 SR are). The Nexus is also a classic SIG front end in design, while calling the super custom Archangel a 550 visually doesn't really fit. The barrel length in front of the handguard (proportionally) also only really matches the 550 SR, while the Nexus exposed barrel is between the 550 and 551. Not sure about the CZEN barrel, but the gas block and muzzle area definitely look like the CZ 805 BREN, which definitely fits the MW name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:53, 12 February 2020 (EST)&lt;br /&gt;
I totally agree.&lt;br /&gt;
[[File:Exemple.jpg]]how do I upload an image here?&lt;br /&gt;
The Archangel barrel is not the one used by Swiss Military STGW90, which is based on the Nexus barrel. Photo proof I've made my own standard issued battle rifle&lt;br /&gt;
&lt;br /&gt;
== Some trivia ==&lt;br /&gt;
&lt;br /&gt;
[[File:MW BFBC2 pose.jpg|thumb|none|600px|]]&lt;br /&gt;
Thought the bottom image looked familiar. Figured ya'll might like this.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:25, 17 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon filenames ==&lt;br /&gt;
Right now there's a bug where a gun's filename is visible in the place the ammo type should be, and (as expected) there are a whole bunch that are closer to their real names; a quirk is that, seemingly as a stylistic choice, one letter is always written out in the phonetic alphabet. A few neat examples are (from memory) &amp;quot;sierra552&amp;quot;, &amp;quot;romeo870&amp;quot;, and &amp;quot;lima86&amp;quot;. I know a lot of pages on the site note filenames when they more accurately name the gun, so that seems worth doing here. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:05, 16 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Loadup Screen ==&lt;br /&gt;
&lt;br /&gt;
I can get a screencap to verify, but I'm pretty sure it's the &amp;quot;Traitor&amp;quot; SCAR-H as it looks like it has the same rail extension. I will say, it seems to have more ACR-like receiver pins just ahead of the stock though. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:08, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it looks like you are correct. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:34, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon/vehicle likeness in Call of Duty lawsuit ==&lt;br /&gt;
&lt;br /&gt;
https://www.gtplanet.net/call-of-duty-legal-victory-20200403/&lt;br /&gt;
https://assets.documentcloud.org/documents/6823541/Humvee.txt&lt;br /&gt;
I was browsing twitter and saw that Activision won the lawsuit brought against it by the company that made the Humvee. I guess future CoD games will no longer have to modify vehicles/guns in order to bypass lawsuits from respective manufacturers? Would be nice.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 16:20, 3 April 2020 (EDT)&lt;br /&gt;
:Although this a good win in the courts (I remember Textron and EA had a dispute over the Marine Corps helicopters from Battlefield 3), I doubt this will have much effect on weapon and vehicle models - the devs don't want to be seen as endorsing a particular brand, especially firearms and optics manufacturers.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:53, 3 April 2020 (EDT)&lt;br /&gt;
::Didn't they already use Remington and EOTech logos in MW3? Why would they change their minds now? -[[User:1morey]] April 3, 2020 5:54 PM (EST)&lt;br /&gt;
:::Gun control groups drew links between the sponsored Remington products in MW3 to the 2012 Connecticut school shooting; game publishers (most vocally EA) began distancing themselves from the firearms manufacturers since then. Also note how the Holographic sights in many of the recent games are &amp;quot;totally-not-EOTechs.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:02, 3 April 2020 (EDT)&lt;br /&gt;
::::If I recall, artists for CoD have said that a lot of the push for the slightly fictionalized optics and weapons were due to legal concerns, and not a worry over being seen as &amp;quot;endorsing&amp;quot; IRL products. Now that they've won this case, I hope that they are free of this issue, and can go back to just using accurate weapon and attachment models. After all, Ubisoft's The Division series has 1:1 attachments and weapon models, and that's a pretty high profile series. Frankly, this trend of slightly modifying guns and sights in order to appease lawyers for the publisher irritated me to no end.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:29, 4 April 2020 (EDT)&lt;br /&gt;
:::::It's especially amusing/depressing with the release of the MW2 remaster, complete with all its proper weapon models and (especially) names. &amp;gt;.&amp;gt; [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:56, 4 April 2020 (EDT)&lt;br /&gt;
::::::Everything except, amusingly enough, the Humvee.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 18:52, 4 April 2020 (EDT)&lt;br /&gt;
:::::::The EOTech looks a bit different from what I've seen. Also I guess Ubisoft must still have some deals though, like Wildlands had a licensed Ruger pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 5 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screencap/in-game brightness==&lt;br /&gt;
&lt;br /&gt;
This isn't directed at anyone specific or from anything recent, but since it was on my mind, please make sure your in-game brightness slider isn't cranked (ideally it should be right at 50). Increasing in-game brightness doesn't do anything but wash out the image and make stuff look grey; it doesn't actually improve visibility. There are definitely some screencaps here like that (probably not worth redoing or anything) and it's all too common in videos/clips floating around online. Just a friendly PSA. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:34, 10 April 2020 (EDT)&lt;br /&gt;
:I messed some up with the 1911, .357, and some shotgun, SCAR, and the sniper rifle images. I've been meaning to redo them at some point. Also, I'd recommend to turn down motion blur and set the game to Realism in a private lobby.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:05, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Highly-Modified L86 ==&lt;br /&gt;
&lt;br /&gt;
Several blueprints of the L86 feature a completely custom receiver that looks nothing like the original. I can only assume that the design of it was influenced by other weapons, but I can't quite put my finger on where the inspiration comes from. I'd like to say the MSBS/Grot, but I don't know. What do you all think?&lt;br /&gt;
&lt;br /&gt;
--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 20:03, 15 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:MW Abyss Walker 1.jpg|600px]]&lt;br /&gt;
:They remind me of CBRPS bullpup kits, kinda.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:21, 16 April 2020 (EDT)&lt;br /&gt;
::[[File:MW L86 Stratagem.jpg|thumb|none|600px|]] This is another example that has the different set of iron sights. It looks pretty fictitious other than the triggerguard and pistol grip look kinda QBZ-ish. And yeah, they look kinda CBRPS but that seems weird as the L86 is already a bullpup. Also note the &amp;quot;ambidextrous&amp;quot; charging handle right where the user's cheek would go...--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:41, 16 April 2020 (EDT)&lt;br /&gt;
:::It also now lacks a rear fire selector, and the cross-bolt safety's been replaced with a two-position lever marked &amp;quot;0&amp;quot; and &amp;quot;A&amp;quot;. Plenty of empty space within the rail system as well. Yikes to that ambi charging handle too, but at least it's got a brass deflector, right? --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 16:42, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Hadir's AUG==&lt;br /&gt;
Just a heads up that his personal AUG (the one with the proper flash hider, tape wrapped around parts of it, etc) is available right now as the reward for winning one of those weekly tournament things. On a related note, someone on reddit noticed that you can actually recognize Hadir in the intro mission in the campaign, because despite wearing a gas mask / disguise, he's still using his AUG. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:55, 16 April 2020 (EDT)&lt;br /&gt;
:I caught that pretty early on, although I'm still trying to figure out why Hadir's AUG went from 5.56 to 9mm, I guess from a patch?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:52, 20 April 2020 (EDT)&lt;br /&gt;
::I would bet it's a bug, with the &amp;quot;attachment&amp;quot; getting removed. I'll see if I can ask [https://old.reddit.com/user/artpeasant/ the art guy] next time he's poking his head around reddit, he's pretty active there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:44, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==CoD Tracker unlockables database==&lt;br /&gt;
The CoD Tracker site has just recently put up a database of all the operator skins, weapon blueprints, calling cards, and all that stuff that's in the game; [https://cod.tracker.gg/warzone/db/weapons the list of weapon blueprints could prove handy around here.] These are pulled from the files, though it's not datamining in the same sense we're used to with games, with bits of code or whatever referencing leftovers/unfinished stuff; this is all the items that are fully finished and implemented into the game, but including those that haven't been &amp;quot;switched on&amp;quot; or been given a bundle or other way of unlocking them yet. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:12, 17 April 2020 (EDT)&lt;br /&gt;
:Some of the weapon images are apparently pre-release models. For example, the HK433 has the markings of the Beta version, and the &amp;quot;Renetti&amp;quot; has a grip identical to that of a real Beretta M9A3 (unlike the final model, which was altered). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:42, 17 April 2020 (EDT)&lt;br /&gt;
:::EDIT: they now changed the Renetti's image to reflect the in-game grip. And it turned out that the menu icons with beta features (such as the HK433 and MCX) are actually in the retail game, but these are just the small menu icons, not the actual usable weapon models. --[[User:Ultimate94ninja|Ultimate94ninja]]&lt;br /&gt;
::I've seen the tracker site, nice to be able to have something of a loot master list. About the beta stuff, I've noticed that the MG5 &amp;quot;Dusk&amp;quot; has the proper &amp;quot;Kal.&amp;quot; marking on its receiver. Not sure if it's intentional or they forgot to change it, since I'm pretty sure the fictional Mack8 Armory is US-based. --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 19:29, 17 April 2020 (EDT)&lt;br /&gt;
:::The &amp;quot;Monochromatic&amp;quot; Desert Eagle also still says &amp;quot;.50AE&amp;quot; on the barrel, instead of just &amp;quot;.50&amp;quot;. On that note, it's especially odd they dropped all references to &amp;quot;AE&amp;quot; from the Desert Eagle, but then added a .41AE conversion for the Uzi, named exactly that. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:29, 18 April 2020 (EDT)&lt;br /&gt;
::::Trying to make sense of these changes is an exercise in futility.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:12, 18 April 2020 (EDT)&lt;br /&gt;
:::::Yeah, it is. It's almost as futile as trying to find all the branding inconsistencies with blueprints. I would know since that's something I've been doing in my lock-down boredom.--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 13:07, 19 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Real world attachments section addition?==&lt;br /&gt;
&lt;br /&gt;
I'm wondering if its worth adding a section for real world attachments that appear across multiple weapon systems in game. The &amp;quot;Commando Foregrip&amp;quot; is obviously a magpul angled foregrip. There is a full size and stubby version of the TangoDown vertical foregrip. There is an EOTech-like optic, I think an Aimpont one and one that looked like an Elcan Specter. There are buttstocks that resemble BCM/Crane and Magpul.&lt;br /&gt;
&lt;br /&gt;
Anyways, just food for thought. The developers did really good using a lot of real world accessories. Someone let me know if this is worth having its own section. --[[User:TheFlyingDutchman|TheFlyingDutchman]] ([[User talk:TheFlyingDutchman|talk]]) 05:10, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Usually I'm the guy with the IRL attachments info. I was always in favor of adding some kind of a section for the attachments. However, given the sheer amount of attachments in this game and the fact that the main page is already getting too big I think the best way to do it would be to add the attachments section in the discussion tab similar to how we've done with the &amp;quot;miscellaneous&amp;quot; and melee weapons sections in other CoD articles. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 11:44, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::ArmA 3's talk page has a section on attachments, like Nanomat's suggestion.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:50, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I would love to see a section on attachments. It's only the most &amp;quot;common&amp;quot; stuff I can recognize myself (EOTech of some model, Elcan Speter, PBS-1/PBS-4 suppressors, etc), but most of it I have no idea, and there's no easy way to find all of it if you don't already know them or know what you're looking for. Specific IDs (if possible) for more &amp;quot;generic&amp;quot;/same-y stuff like sniper rifle scopes or suppressors is always cool to have. I've been wondering, what's the PBX Holo 7 optic based on? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:44, 20 April 2020 (EDT)&lt;br /&gt;
::::I think it's supposed to be the Hartmann MH1, which is also in Breakpoint.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M249 or Minimi? ==&lt;br /&gt;
&lt;br /&gt;
[http://i.redd.it/sxvaklnhopv41.png Here's] a high-res render of the &amp;quot;Bruen Mk9&amp;quot;. It appears that the handguard was based on that of a current-production FN Minimi ([http://www.fnherstal.com/sites/default/files/2018-07/FN-MINIMI-556-Mk3-Standard-6-1280x800.jpg right side] and [http://www.fnherstal.com/sites/default/files/2018-07/FN-MINIMI-556-Mk3-Tactical-SB-2-1280x800.jpg left side], for comparison), and I don't think that this type of handguard is used on the M249, is it? Then again, the handguard model is not an exact match, but I'm wondering, should the ID be changed to the Minimi due to the similarity? On that note, the game files refer the weapon to as &amp;quot;mkilo3&amp;quot;, which matches the Mk3 designation of the current-production Belgian FN Minimi.&lt;br /&gt;
&lt;br /&gt;
A couple of additional notes: it lacks a heat shield by default, but gains one via a couple of barrel attachments, and anyway there are some Minimis and M249 with or without heat shields. On the opposite end of the scale, the in-game receiver has American markings (Glendale CA), but these are just fictional markings; many of the in-game weapons have markings that contradict the real-life origin of the weapons. The gas regulator lever is also fictionalized.&lt;br /&gt;
&lt;br /&gt;
Any opinions? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:29, 29 April 2020 (EDT)&lt;br /&gt;
:That sounds right. I'm sure there's gonna be a lot of variations available in game once we see all the Gunsmith customizations.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:13, 29 April 2020 (EDT)&lt;br /&gt;
::The &amp;quot;Mk3&amp;quot; filename and handguard alone is enough to go with Minimi, but the European-sounding &amp;quot;Bruen&amp;quot; name and similar-to-Mk3 &amp;quot;MK9&amp;quot; definitely fit with that too. And if all things were equal, I feel it's better to credit something to its original form than what X or Y nation adopts it as. Naturally there are M249 elements in here too, like the Para barrel's heatshield. The skeleton stock seems to be a take on the classic/original Minimi stock (though it's somewhat Para-like too, so it would work as a stand-in for that build), and similarly the Summit barrel handguard looks to be the classic/original Minimi handguard, with the cutouts &amp;quot;upside down&amp;quot;. As an aside, thanks for adding Bucky's SAW build to the page, I'm so happy that's actually a setup we can make. :D [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:27, 29 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Apparently, the &amp;quot;stock&amp;quot; image of the vehicle mounted Minimi is from here (Promotional for Elbit Systems USMC night vision contract): https://www.facebook.com/elbitsystemsltd/photos/a.234964346835232/1050089205322738/&lt;br /&gt;
--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:51, 16 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Datamine==&lt;br /&gt;
There's now an actual Vector that's been datamined IN ADDITION to the APC9.  Also, what appears to be a Galil ACE 31 and a Barrett XM109 are part of it as well. https://www.reddit.com/r/modernwarfare/comments/gim9v1/probable_weapon_leaks_for_season_4_and_then_some/ --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 12:32, 16 May 2020 (EDT)&lt;br /&gt;
:There's also mention of a H&amp;amp;K G28 (already acknowledged at the top of the page) within data as &amp;quot;sn_golf28&amp;quot; and statistics, no assets so far though. About Vector: if assuming [https://www.reddit.com/r/modernwarfare/comments/gp1z56/for_all_the_vector_lovers_can_we_talk_about_this/ this] untextured model of Vector is ''finished'' then it's not going to be functional from realism standpoint? --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 11:05, 23 May 2020 (EDT)&lt;br /&gt;
::I mean, I guess there ''could'' be room for a recoil/weight system in there, but it'd be a stretch for sure - your best bet would be a rat-tailed bolt weight (kinda like an Auto-5, but for completely different reasons); at any rate, it's not going to work like a normal Vector anymore. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:50, 23 May 2020 (EDT)&lt;br /&gt;
:::I'd suspect they might be doing the same thing with the LWRC/UMP where they add the APC9 as the base weapon and then the Vector as a blueprint variant or vice versa, but we'll see.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:14, 23 May 2020 (EDT)&lt;br /&gt;
::::On another note, I noticed that the APC9's receiver is extended to the rear, similarly to the B&amp;amp;T GHM9. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:39, 23 May 2020 (EDT)&lt;br /&gt;
:::::Checking back that main thread about probable S4 weapons: the Vector model with all attachments was already datamined 4 days ago and the missing bridge one is outdated. [https://www.reddit.com/r/modernwarfare/comments/gim9v1/probable_weapon_leaks_for_season_4_and_then_some/fr54c5l?utm_source=share&amp;amp;utm_medium=web2x Updated model with some attachments]. --[[User:Terramax|Terramax]] ([[User talk:Terramax|talk]]) 18:05, 23 May 2020 (EDT)&lt;br /&gt;
::::::Looks like that UI symbol was just an older version, before the legal team had a go-over of the weapon models (probably to justify their salaries). Talk about a disappointment though.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 12 June 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Changes to default attachments==&lt;br /&gt;
Season 5 has updated the default look for barrels/stocks/mags on a few guns, as in the appearance you get if you remove a special attachment on a blueprint weapon. The M4's barrel, stock, and mag now default to black, the AK's handguard and stock default to black and mag to not-rusty, SCAR's upper reciever and stock to black, P320's slide to black, and M9's slide and mag to black (though technically the slide is the new default regardless). EDIT: Also the DP-12, 725, PKM, MG5, MG 34, M14, and SVD. We also have a plain, no-frills black SCAR and M9 in the Battlepass, along with an AKS-74U type build that features a black/normal version of the Polish-style stock from Farah's rifle. And of course, weapon inspect animations. [https://old.reddit.com/r/modernwarfare/comments/i44c23/attention_to_detail_with_weapon_inspect_we_can/ Worth noting is that bolts properly lock back and such even on weapons we couldn't directly see without the inspect animations, like the MCX.] [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 02:00, 6 August 2020 (EDT)&lt;br /&gt;
:I'm split on whether to add screencaps showing off the locked back bolts/open bolts now that we have a working weapon inspect in the game. A part of me thinks it would be relevant as a showcase of the generally high quality nature of the gun modelling, but this page is getting pretty bloated and having a trillion new pics might be overkill. Thoughts? Perhaps time to clean up some of the old beta screencaps and redundant images to make room?--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 6 August 2020 (EDT)&lt;br /&gt;
::I think it'd be worth showing off; if we do really need the space, we could (as you mentioned) get rid of some of the first-person beta images, since all they really show is the same gun with a few attachments on a different map. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:49, 6 August 2020 (EDT)&lt;br /&gt;
:::With the current depth of detail in MW and presumably future COD games, I think we will need a new format for these articles. Maybe have each section (assault rifles, SMGs, etc) be a separate subpage like in [http://www.imfdb.org/wiki/Hot_Dogs,_Horseshoes_%26_Hand_Grenades Hot Dogs, Horseshoes &amp;amp; Hand Grenades]? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 09:31, 6 August 2020 (EDT)&lt;br /&gt;
::::You could see the BHO features prior when reloading while aiming through a canted RDS (I have an image of this in the L86 entry). I've been thinking too that some sections have extraneous images that could be moved to the top of this page. Having said that, I don't think we need to show every locked-open bolt in a screenshot nor do we need to adopt the H3VR format, there won't be nearly that many weapons. Also, the SG 552 has a new fancy barrel attachment, has anyone else found other new attachments?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:56, 6 August 2020 (EDT)&lt;br /&gt;
:::::The AUG has had its muzzle brake model changed.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:24, 8 August 2020 (EDT)&lt;br /&gt;
::::::It has? It seems the same to me, that squarish, side-vent thingy. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 00:37, 9 August 2020 (EDT)&lt;br /&gt;
:::::::Ah, you're right. I guess the only thing they did was update the menu UI symbol for the muzzle brake to reflect the actual world model.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 21:47, 9 August 2020 (EDT)&lt;br /&gt;
::::::::You had me really excited there, for a moment I thought they might have made it the proper AUG flash hider, so I don't have to use the Gremlin barrel (and no muzzle attachment) to get the look haha. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 21:58, 9 August 2020 (EDT)&lt;br /&gt;
:::::::::Are you talking about the &amp;quot;Death Roll&amp;quot; AUG blueprint which has the closed OG AUG flash hider? Yeah, hopefully they'll do some more Cold War-esque attachment options in later updates to hype up the BLOPS reboot.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:53, 9 August 2020 (EDT)&lt;br /&gt;
::::::::::Alex mentioned above that the Gremlin blueprint (Hadir's A2 style AUG) was an unlockable from winning a gunfight tourney, but the Death Roll is basically the same thing just with an alligator skin and brown colored tape.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:53, 10 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AN-94 hyperburst  ==&lt;br /&gt;
&lt;br /&gt;
If I'm not mistake, it seems like the recent mid-season updates fixed the full-auto's hyperburst salvo to behave as it should, similar to ''BOII''. Can anyone else verify/confirm this?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:43, 31 August 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== C4 clacker ==&lt;br /&gt;
&lt;br /&gt;
The C4 clacker in this game is a weird thing shaped like a radio. Is it based on anything in real life? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:25, 16 September 2020 (EDT)&lt;br /&gt;
[[File:MW2019 Clacker.jpg|thumb|none|400px|]]&lt;br /&gt;
&lt;br /&gt;
Actually, I found it. Here is a [https://jaythurm.artstation.com/projects/0XKaLe detailed model of the in game detonator] which is based on [https://free3d.com/it/3d-model/military-radio-rf23-epm-5659.html RF23 EPM handheld radio]. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:33, 17 September 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Makarov Gameplay ==&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/modernwarfare/comments/jb29a8/new_pistol/ Here's some gameplay of the as-of-yet unfinished Makarov pistol.]&lt;br /&gt;
&lt;br /&gt;
It's about time this game has a Russian handgun. While the Makarov is still widely used worldwide, I kinda expected an MP-443 to be the Russian pistol of choice that would get added. Or better yet, the GSh-18 since that hasn't been featured in a ''Call of Duty'' before. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 22:36, 14 October 2020 (EDT)&lt;br /&gt;
:I thought the &amp;quot;Makarov&amp;quot; datamine was supposed to be of the character from the original series, lol. I wonder if this is supposed to release as a crossover weapon for Warzone with BOCW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 09:49, 15 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, is not really on time. This gun or better his descendant; the PMM should have been in game since Day 1 like the Sten in CoD WWII and in campaign used by Barkov's men during flashbacks, while a MP-443 during 2019 segment. Especially jarring since before &amp;quot;Old Comrades&amp;quot; Laswell ask to use &amp;quot;Russian weapons only&amp;quot;. The only Russian weapons are AKs and a RPG-7. Nikolai should have give a PMM, a MP-443 Granch and a spec ops pistol like a PL-14 or a SP-1 instead of a Glock 21, a P320 and a Desert Eagle. I assume all of you are gonna agree.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 11:40, 9 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== AA-12 ==&lt;br /&gt;
Am I the only one who feels like in-game AA-12 with all of its fictional details looks somewhat like AA from MW2? Namely, I am talking about the ribs on the magazine and the charging handle. &lt;br /&gt;
&lt;br /&gt;
NVM, I didnt know about COD:O model.[[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 18:15, 15 October 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Warzone weapons==&lt;br /&gt;
How are we going to handle the recent news that all BOCW weapons will be in Warzone? Just pretend Warzone doesn't exist?--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 18:01, 5 November 2020 (EST)&lt;br /&gt;
:It would be kinda redundant to list Cold War weapons on the MW article which is already quite extensive. On the other hand making a separate article for Warzone would also be kinda redundant since it will just combine the MW and CW articles. So I suggest just list the CW weapons on the CW article and mention that they also appear in Warzone and have a notice on the MW article like ''for Black Ops Cold War weaponry in Warzone see &amp;lt;Black Ops Cold War article&amp;gt;''? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:49, 5 November 2020 (EST)&lt;br /&gt;
::I second that method, it's definitely the simplest and cleanest way to handle this. Still bummed we can't use CW weapons in MW MP when they already had to make them work in the MW engine, but oh well. :P [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:12, 6 November 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
https://www.pcgamer.com/call-of-duty-warzone-is-getting-a-major-facelift-in-cold-war-season-1/&lt;br /&gt;
This article shows how it's gonna work. I think it would make sense to add a Warzone subsection to the BOCW page for the depiction of its guns in the different engine, assuming there are some differences. Or maybe a &amp;quot;Warzone version&amp;quot; subsection for each entry, like what we've done with the remastered games.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:12, 11 December 2020 (EST)&lt;br /&gt;
:Judging by the implementation of operators there won't be any significant difference. The engine being different doesn't mean much, the models are basically unchanged, it's like porting weapons from COD4 to MW2. Having subsections for the remastered weapons made sense because the models there are essentially different but here they would be the same so I think having these additional sections would be redundant. Just mentioning that the gun also appears in Warzone and having a Warzone screenshot would be enough. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:10, 11 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;SP-R 208&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I identified the &amp;quot;SP-R 208&amp;quot; as an M24 when it got released. However, I've been wondering for a while if it's better to identify it as a heavy-barreled Remington 700 modified with an H-S Precision M24-style stock. For starters, the handguard appears to have been based on that of a Remington 700 SPS (or ADL), and the in-game gun has a variety of ammunition options that include .300 Norma Magnum, the latter seeming unusual for an M24. On another note, the game files refer the gun to as &amp;quot;sn_romeo700&amp;quot; (gamefile names aren't necessarily a true representation of the gun model, but still). Any opinions? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:42, 5 December 2020 (EST)&lt;br /&gt;
:I've always thought it should probably be indexed as the R700, given the wide latitude of configurations.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:25, 5 December 2020 (EST)&lt;br /&gt;
::On a related tangent, can anyone tell if the two alternate bolts are based on anything in particular? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:13, 6 December 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Makarov and Scorpion ==&lt;br /&gt;
For anyone who hasn't heard, these two have snuck into a playable state within the Survival mode (and within the service record weapon menu), and we can use them and all their attachments in a '''Local''' match of that mode. It's a bit of a pain to test since you only have 30 seconds between waves to customize your loadout, but I had quite a lot of success on Backlot, hiding in the stairwell of that central building. [https://i.imgur.com/Upv9cvo.png I put together this image of the different barrel attachments for the Makarov, which actually change both the slide and frame.] The ADS barrel gives it different slide serrations and a stainless finish, the suppressed barrel gives it the barrel, suppressor, extended frame, and half-slide of the PB, and the auto barrel gives it the slide, forward frame, and trigger guard of the Stechkin APS in a shiny blued finish. It also borrows the PMM's 12 round capacity; the magazine model is that of the PM, but can be seen holding 12 rounds in a double-stack pattern (which deplete when used). The pistol fires double action only by default and with two of the trigger attachments, however the third trigger makes it single action and the animations change to reflect this; the single action trigger also adds an animation of decocking the pistol with the safety when switching away from it. It can also use the real pistol's crazy 80-round drum (as well as a 20-round stick mag) as well as the APS's bakelite stock or wire stock, and I believe one of the grip attachment options is the PMM's grips. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:56, 19 December 2020 (EST)&lt;br /&gt;
I find the name obfuscation for the Makarov (Sykov) completely pointless as the its chambering already shows &amp;quot;9mm Makarov&amp;quot;. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 19:17, 20 December 2020 (EST)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1383952</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1383952"/>
		<updated>2020-11-28T15:46:16Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Franchi SPAS-12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]'' and possible prequel to ''[[Call of Duty: Black Ops II]]''. The setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare'' such as different ammunition types or conversions into a different caliber. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea, and is even used for weapons from countries that are not even a part of NATO, such as the AKS-74u and PP-19 Bizon.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds only 15 rounds, despite having a visibly extended magazine.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:BOCW-M93-1.jpeg|thumb|none|600px|The Beretta 93R in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Beretta93rIdle BOCW.jpg|thumb|none|600px|Sims wielding a &amp;quot;Diamatti&amp;quot; in Angola.]]&lt;br /&gt;
[[File:Beretta93rADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:Beretta93rInspect BOCW.jpg|thumb|none|600px|Sims admires what is possibly the most accurate Beretta 93R weapon model in a Call of Duty game to date.]]&lt;br /&gt;
[[File:Beretta93rInspect2 BOCW.jpg|thumb|none|600px|Pulling back the slide for a brass check.]]&lt;br /&gt;
[[File:Beretta93rReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, featuring a nickel finish similar to the multiplayer 1911 weapon model from [[Call of Duty: Black Ops|Black Ops]]. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. In the campaign, it is the main sidearm of almost everyone, including the Soviets and North Vietnamese forces, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 with a parkerized finish in the alpha multiplayer loadout menu.]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|The M1911A1 appears to have received a nickel or stainless steel finish in the release version.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:1911Idle BOCW.jpg|thumb|none|600px|The M1911A1 in Angola.]]&lt;br /&gt;
[[File:1911ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:1911Inspect BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:1911Inspect2 BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
A [[Desert Eagle]] fitted with a scope and laser sight appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desperate Measures&amp;quot;.&lt;br /&gt;
[[File:MagResDE.357MarkI.jpg|thumb|none|350px|Magnum Research Industries Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
Three unusable [[Glock 18]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Its appearance is anachronistic as the map takes place in January 1985, while the Glock 18 was produced in 1986 - the 3rd Generation variants were introduced after 1998.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], Arminius, Alfa, Astra and the Colt Trooper. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot; in-game). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality. Even more nonsensically, it can accept 9-round and 12-round cylinders (which are also very incorrectly referred to as magazines in their attachment names); equipping them changes the cylinder's external appearance to an unfluted cylinder and a Mateba-like hexagonal cylinder respectively, but the amount of rounds visually seen within these cylinders remains 6 rounds.&lt;br /&gt;
[[File:BOCW Magnum.jpg|thumb|none|600px|The &amp;quot;Magnum&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; reveals its many design inspirations.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|300px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Strife&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Strife&amp;quot; pistol from [[Call of Duty: Black Ops 4|''Black Ops 4'']] can be seen on a table in the side mission &amp;quot;Operation Red Circus&amp;quot;. Its appearance is massively anachronistic even by the game's lore and timeline, being developed sometime between 2025 and 2045, while Cold War is set in 1981.&lt;br /&gt;
[[File:S&amp;amp;WSigma9F.jpg|thumb|none|325px|Smith &amp;amp; Wesson Sigma SW9F - 9x19mm Parabellum]]&lt;br /&gt;
[[File:S&amp;amp;W SD40.jpg‎|thumb|none|325px|Smith &amp;amp; Wesson Sigma SD40 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|325px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic American style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)]].''&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic (the MP5K was developed in 1976, and while the standard MP5 was first developed in 1966, it didn't see any form of service in Vietnam until 1975 as the MP5SD with the Green Berets.)&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:BOCW-MP5-1.jpeg|thumb|none|600px|The MP5K in the multiplayer loadout menu. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The “9.9&amp;quot; Extended” barrel attachment turns it into a full-sized [[MP5A3]] with an original slimline handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;STANAG 50 RD Drum&amp;quot; and collapsed stock.]]&lt;br /&gt;
[[File:MP5A3Idle BOCW.jpg|thumb|none|600px|The MP5A3 in Moscow.]]&lt;br /&gt;
[[File:MP5A3Inspect BOCW.jpg|thumb|none|600px|Turning it over to look at the ejection port and waffle mag.]]&lt;br /&gt;
[[File:MP5A3Inspect2 BOCW.jpg|thumb|none|600px|Checking the magazine.]]&lt;br /&gt;
[[File:MP5A3ADS BOCW.jpg|thumb|none|600px|Looking through the iron sights.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]]. It can also be equipped with a &amp;quot;40 Rd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|A MP5A2 with the straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “10.8&amp;quot; Paratrooper” barrels also create an MP5SD with an alternate style of round handguard. &lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|A MP5SD2 configuration with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces a MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Fast Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun. It is primarily based on the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and similarly shaped rear sight, but takes other design cues from various Cold War-era submachine guns. It has an AR-like bolt release, a right-side charging handle, and a vertical magazine well with a paddle magazine release like the [[Walther MPL]]. Although it is written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for machine gun (''Kulspruta'').&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:BOCW KSP 45.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; SMG on the loadout wall.]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close.]]&lt;br /&gt;
[[File:KSP45Idle BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KSP45ADS BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KSP45Inspect BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KSP45Inspect2 BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:KSP45reload BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic and heavily stylized [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a pistol grip from the [[OTs-02 Kiparis]], a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. The default helical magazine only holds 50 rounds instead of 64 rounds, and its front attachment point is below the front sight (like the earlier Bizon-1).&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith. The stock is also similar to the Dragunov MA prototype, which competed against the AKS-74U.]]&lt;br /&gt;
[[File:BizonIdle BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in-game.]]&lt;br /&gt;
[[File:BizonADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:BizonInspect BOCW.jpg|thumb|none|600px|Inspecting involves popping out the helical magazine for a quick glance.]]&lt;br /&gt;
[[File:BizonInspect2 BOCW.jpg|thumb|none|600px|Then turning it over to look at the ejection port.]]&lt;br /&gt;
[[File:BizonReload BOCW.jpg|thumb|none|600px|Dropping an empty magazine.]]&lt;br /&gt;
[[File:BizonReload2 BOCW.jpg|thumb|none|600px|Inserting a fresh magazine. Note the conspicuous lack of ammunition.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine. It is also seen in the &amp;quot;Combat Hardened&amp;quot; achievement icon which is based on the &amp;quot;Stand to Death&amp;quot; statue in Volgograd.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made). The charging handle appears on the left side instead of on top like the [[Uzi]] it was based on. It is anachronistic for some maps and levels in the game, as it was designed in 1983 and produced from 1984, while the 80s segments of ''Black Ops Cold War'' take place in 1981-1984; the original [[IMI Uzi]] upon which the Type 821 was based would've been a better choice.&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW-SOCIMI-2.jpeg|thumb|none|600px|The Type 821 in the alpha multiplayer loadout menu, under the original name. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with an unfolded stock, as well as a fixed one. Attaching certain optics will automatically unfold the stock as well. In a rare bit of realism, the carrier latch button is depressed during reloads to allow the user to load shells.  When not aiming, the weapon will be upended during reloads (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]''), while the weapon will be held right-side up if reloading while aiming. However, the gun is never rechambered after an empty reload.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:BOCW-SPAS-1.jpeg|thumb|none|600px|The SPAS-12 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SPAS12Idle BOCW.jpg|thumb|none|600px|The SPAS-12 in use on a CIA raid of an East German aircraft hangar.]]&lt;br /&gt;
[[File:SPAS12ADS BOCW.jpg|thumb|none|600px|Aiming down the sights with the stock folded up.]]&lt;br /&gt;
[[File:SPAS12Inspect BOCW.jpg|thumb|none|600px|Inspecting the SPAS-12.]]&lt;br /&gt;
[[File:SPAS12Inspect2 BOCW.jpg|thumb|none|600px|Checking the other side.]]&lt;br /&gt;
[[File:SPAS12Reload BOCW.jpg|thumb|none|600px|Loading up the magazine tube.]]&lt;br /&gt;
[[File:ADS_SPAS-12_BLOPS_CW.jpg|thumb|none|600px|When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button.]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. In reverse of the above, this shotgun is ''always'' pumped after every single reload.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:BOCW-Ithaca 37-1.jpeg|thumb|none|600px|The Ithaca 37 in the multiplayer loadout menu. It is fitted with a heat shield by default.]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Ithaca37idle BOCW.jpg|thumb|none|600px|The Ithaca 37 used on board a Soviet salvage ship.]]&lt;br /&gt;
[[File:Ithaca37ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Ithaca37Inspect BOCW.jpg|thumb|none|600px|Inspecting the Ithaca 37.]]&lt;br /&gt;
[[File:Ithaca37Inspect2 BOCW.jpg|thumb|none|600px|Every weapon inspect for the Ithaca 37 involves the player character working the pump.]]&lt;br /&gt;
[[File:Ithaca37Reload BOCW.jpg|thumb|none|600px|Loading the magazine tube up.]]&lt;br /&gt;
[[File:Ithaca m37sawedoff.jpg|thumb|none|400px|'''Airsoft''' Ithaca 37 with sawed-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
A [[Armsel Striker and variants#Sentinel_Arms_Striker-12|Penn Arms Striker-12]] is slated to be added in Season 1 to the game.&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel/Penn Arms Striker-12 (early model) civilian-legal 18&amp;quot; barrel with top folding stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It is technically anachronistic for the game as even though it was designed in 1982, it was first produced in 1986, while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the [[FN FNC]], the rifle that the Ak 5 was derived from, would've been a more appropriate choice. It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet and American troops in the campaign, who would much more likely use the [[AKS-74]] and [[M16]] respectively.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW-Ak5-3.jpeg|thumb|none|600px|The &amp;quot;Krig 6&amp;quot; in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard and the lack of reinforcement on the wire stock.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in the trailers. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47/AKM Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style pistol grip and slant compensator. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, handguard, and stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Duster Stock&amp;quot; modification gives the rifle the underfolding stock of an AKS-47/AKMS. The “20&amp;quot; Liberator” barrel and &amp;quot;Tactical Stock&amp;quot; are from the [[RPK]] light machine gun. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
[[File:AK47idle BOCW.jpg|thumb|none|600px|The AK hybrid in an East German training facility.]]&lt;br /&gt;
[[File:AK47ADS BOCW.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:AK47inspect BOCW.jpg|thumb|none|600px|Adler removes the magazine during the weapon inspect.]]&lt;br /&gt;
[[File:AK47inspect2 BOCW.jpg|thumb|none|600px|Then does a chamber check. There will always be a round in the chamber, regardless of whether you have ammunition or not.]]&lt;br /&gt;
[[File:AK47reload BOCW.jpg|thumb|none|600px|Reloading from empty involves flinging the old magazine out by hitting the mag release with the feed lip of a new magazine.]]&lt;br /&gt;
[[File:AK47reload2 BOCW.jpg|thumb|none|600px|Then after rocking in the fresh magazine, racking the bolt with an underhand charge.]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; blueprint retains the AK-47 model seen in earlier builds of the game, albeit with a custom paint job.&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. It had an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The &amp;quot;Fast Mags&amp;quot; (renamed to &amp;quot;Taped Mags&amp;quot; in the final game) change the reload animations to be all done with the right hand.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A psuedo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Norinco Type 56===&lt;br /&gt;
The &amp;quot;AK-47&amp;quot; wielded by NVA and VC soldiers in the Vietnam flashback missions is modeled after the Chinese [[Norinco Type 56]].&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Norinco Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. While not anachronistic for the 80s segments, the AKS-74U anachronistically appears in Bell's flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
The drum magazine attachments are also straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW-AKS74U-2.jpeg|thumb|none|600px|The AKS-74U in the multiplayer loadout menu, incorrectly described as and grouped with the submachine guns. It is shown with an AK-47 style pistol grip, apparently having traded grips with the in-game AK-47.]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
[[File:AKS-74uIdle BOCW.jpg|thumb|none|600px|Sims holds an AKS-74u while looking at some sand dunes.]]&lt;br /&gt;
[[File:AKS-74uADS BOCW.jpg|thumb|none|600px|Aiming down the distinctive rear notch of the AKS-74u.]]&lt;br /&gt;
[[File:AKS-74uInspect BOCW.jpg|thumb|none|600px|Inspecting the AKS-74u.]]&lt;br /&gt;
[[File:AKS-74uInspect2 BOCW.jpg|thumb|none|600px|Checking out the ejection port and correctly positioned safety lever.]]&lt;br /&gt;
[[File:AKS-74uReload BOCW.jpg|thumb|none|600px|Swapping magazines during a reload.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine correctly holds 25 rounds instead of 30 like in past ''Call of Duty'' games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with the charging handle pulled back - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It sports a synthetic stock, fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Springfield Armory M1A Black.jpg|thumb|none|450px|Springfield Armory M1A with synthetic stock - 7.62x51mm]]&lt;br /&gt;
[[File:M14preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:M14Idle BOCW.jpg|thumb|none|600px|The M14 in West Germany.]]&lt;br /&gt;
[[File:M14ChamberCheck BOCW.jpg|thumb|none|600px|Adler pulls back on the charging handle for a peek.]]&lt;br /&gt;
[[File:M14ADS BOCW.jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:M14Reload BOCW.jpg|thumb|none|600px|Swapping out magazines.]]&lt;br /&gt;
[[File:M14Reload2 BOCW.jpg|thumb|none|600px|Adler gives the fresh magazine a little tap to seat it correctly.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It is anachronistic to the campaign's 1981 time period, as the M16A2 was not adopted for service yet. It also uses an anachronistic carry handle rail when equipping optics, rather than removing the carry handle as in previous Black Ops games.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or perforated (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock, &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a 54-round magazine (which also appears on the in-game XM4, where it holds 50 rounds).&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW-M16A2-1.jpeg|thumb|none|600px|The M16A2 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:M16A2preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:XM4Idle BOCW.jpg|thumb|none|600px|The pseudo-XM4 being used in Moscow.]]&lt;br /&gt;
[[File:XM4ADS BOCW.jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:XM4Inspect BOCW.jpg|thumb|none|600px|Inspecting the XM4 build.]]&lt;br /&gt;
[[File:XM4Inspect2 BOCW.jpg|thumb|none|600px|Looking at the other side of the gun.]]&lt;br /&gt;
[[File:XM4Inspect3 BOCW.jpg|thumb|none|600px|The final part of the inspect animation involves tugging back on the charging handle for a chamber check.]]&lt;br /&gt;
[[File:XM4Reload BOCW.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 63==&lt;br /&gt;
The [[Norinco Type 63]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Norinco Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-Type 63-1.jpeg|thumb|none|600px|The Type 63 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:Type63preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1==&lt;br /&gt;
An anachronistic [[Norinco QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; for the Beta. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to some of the Type 95's early prototypes, but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in BOCW.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic for the pre-83 maps. The weapon appears to be a predecessor of the &amp;quot;Type 25&amp;quot; from ''Black Ops II''.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|Norinco QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The stylized, time-traveling QBZ on the loadout wall. The weapon's trigger and trigger guard shape come from the HS Produkt VHS-2, with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|In Gunsmith, the Canadian Type 97 NSR markings are more easily seen. The space between the pistol grip and the magazine well is marked with the Chinese text &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), which means &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, can also be faintly seen marked on the magazine well. The rear of the stock is  ''very'' faintly marked with what's apparently &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
The [[OTs-14 Groza]] is slated to be added in Season 1 to the game. It is anachronistic, as it was developed in the early 1990s.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts (the real gun only has semi/full-auto fire) and the foregrip is depicted as folded by default. The burst mode feature is anachronistic to the A1; the AUG wouldn't be capable of a burst firing mode until the AUG A3 released in 2005.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm]]&lt;br /&gt;
[[File:AUGEmpty BOCW.jpg|thumb|none|600px|Initiating the inspect animation, which correctly tracks how many rounds are available in each mag, as can be seen with this empty magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The [[XM16E1]] appears exclusively in the campaign. It is labeled &amp;quot;M16A1&amp;quot; in the HUD and on the magwell, but actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1.&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat top, seeming to be the result of a chopped off carry handle with a bolted rail (which was done in the 1980s by Olympic Arms and some other manufacturers). It has an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe).&lt;br /&gt;
&lt;br /&gt;
The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'' (although the default empty reload animation in this case correctly uses the charging handle instead of trying to hit the bolt release), and has &amp;quot;This is my rifle&amp;quot; written on the ejection port's cover, a reference to the USMC's Rifleman's Creed. Equipping any stock customization removes the sling wrap. Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The XM4 designation is anachronistic for the time period of 1981, as the XM177E1 wouldn't be designated as &amp;quot;XM4&amp;quot; until 1984, and even then would be attached to the improved XM177E2 model. The A1 pistol grip is inaccurately depicted as being solid instead of hollow.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine length M203 grenade launcher heat shield. It also appears to have PT boat style camouflage.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1.jpg|thumb|none|450px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is an earlier model with a partial fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:BOCW-AR15-3.jpeg|thumb|none|600px|The XM177E1 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Arctic Warfare series#Accuracy International Precision Marksman|AI Precision Marksman]] and the [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Arctic Warfare]], along with some visual alterations. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it. The rifle is mildly anachronistic, as the Precision Marksman wasn't developed until 1982 and the Arctic Warfare wasn't developed until 1988, while the campaign takes place in 1981 and multiplayer takes place between 1981-1985.&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-AWHybrid-1.jpeg|thumb|none|600px|The hybrid Accuracy International rifle in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:AccuracyInternationalAW-PMpreview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic to the game, since it was developed in the 1990s; the original M82 would be more accurate for some multiplayer maps.&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
[[File:M82preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It also appears anachronistically in Bell's Vietnam War flashbacks where it is depicted as being used by the US troops, though it could stand in for a standard Remington 700.&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:BOCW-M700-1.jpeg|thumb|none|600px|The Remington 700 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:R700PSSpreview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Garwood Industries M134G Minigun==&lt;br /&gt;
The [[M134 Minigun|Garwood Industries M134G Minigun]] can be found in man-portable form in the campaign. It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak.&lt;br /&gt;
&lt;br /&gt;
[[File:Early Garwood M134G.jpg|thumb|none|450px|Garwood Industries M134G, 4 flange barrel clamp - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles evident in the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun with ammo backpack.jpg|thumb|none|400px|Handheld M134 Minigun with ammo backpack - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in BOCW. It is the original model as opposed to the M60E3 featured in the past games.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW M60 Trailer.jpeg|thumb|none|600px|An M60 as seen in the multiplayer reveal trailer.]]&lt;br /&gt;
[[File:M60preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] is featured in ''Black Ops Cold War'', with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-RPD-2.jpeg|thumb|none|600px|The RPD in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:RPDpreview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in the game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle, though it has a long barrel generally associated with the LMG configuration. A few Soviet heavies in the campaign are seen using these instead of the more appropriate [[RPD]].&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW-Stoner63-2.jpeg|thumb|none|600px|The Stoner 63 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:Stoner63preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BOCW-Stoner63-1.jpg|thumb|none|600px|The player character wielding a Stoner 63 fitted with a &amp;quot;Sillix Holoscout&amp;quot; in Angola.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
[[File:FIM43preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold 36 rounds in the final mission of the campaign.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:M79preview BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in BOCW.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RPG7preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83/AN/M8 HC smoke grenade==&lt;br /&gt;
Either an anachronistic M83 or period-appropriate AN/M8 HC smoke grenade is carried by an unknown US soldier in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in promotional media and is seen in the multiplayer reveal trailer. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;proximity mine&amp;quot;.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
&lt;br /&gt;
==Type 67 Stick Grenade==&lt;br /&gt;
Several unusable Chinese [[Type 67 stick grenade|Type 67 Grenades]] are attachted on Vietcong uniform.&lt;br /&gt;
[[File:Type67Grenade.jpg|thumb|none|350px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:BOCW-Type67grenade.jpg|thumb|none|600px|Bell looks at a dead Vietcong fighter.]]&lt;br /&gt;
&lt;br /&gt;
==MK 13 flashbang==&lt;br /&gt;
MK 13 flashbang grenades are carried by multiplayer operators Adler and Song and by US troops in cutscenes. Most likely anachronistic.&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==8.8 cm Flak 37==&lt;br /&gt;
Bell destroys several Flak 37s in &amp;quot;The Final Countdown&amp;quot;.&lt;br /&gt;
[[Image:FlaK37.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) - 88x571mm R]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DSHK==&lt;br /&gt;
A [[DShK Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the Slava class and inappropriately the Ticonderoga class cruisers on the map Armada.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a Nimitz-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; zombie map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
An [[MG42]] with a drum magazine appears only as an emplaced weapon in the Vietnam War flashback mission &amp;quot;Fracture Jaw&amp;quot;.&lt;br /&gt;
[[File:mg42drummag.jpg|thumb|none|500px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is seen mounted on a Hind in Ukraine.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-23==&lt;br /&gt;
The &amp;quot;VTOL Escort&amp;quot; (Modeled after the Yak-38) has two [[Gryazev-Shipunov GSh-23]] autocannons mounted in underwing UPK-23 gunpods.&lt;br /&gt;
[[File:GSh-23-2.jpg|thumb|none|400px|Grayzev-Shipunov GSh-23 with ammo belt - 23x115mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
M114 155 mm howitzers are seen in firebase Ripcord in the mission &amp;quot;Fracture Jaw&amp;quot;. The &amp;quot;Artillery&amp;quot; scorestreak also consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
[[File:M114 155m howitzer.jpg|thumb|none|450px|M114 Howitzer - 155mm]]&lt;br /&gt;
[[File:M114Scorestreak BOCW.jpg|thumb|none|600px|The selection menu artwork for the &amp;quot;Artillery&amp;quot; scorestreak shows an M114 battery. This reflects their usage in the context of the Vietnam War though no Vietnam multiplayer maps are featured yet.]]&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on Rambo's bows appears in the campaign and as a killstreak in multiplayer. It is inaccurately depicted as being usable under water which doesn't hinder in any way the arrow's movement nor the flame of the fire arrows.&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
What appears to be a Winchester Model 1873 is seen in the &amp;quot;One Shot Kill&amp;quot; calling card.&lt;br /&gt;
[[File:Winchester1873.jpg‎|thumb|none|450px|Winchester Model 1873 carbine - 1st generation rifle - 44-40 Winchester]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1382026</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1382026"/>
		<updated>2020-11-16T13:21:37Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Franchi SPAS-12 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]'' and possible prequel to ''[[Call of Duty: Black Ops II]]''. The setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare'' such as different ammunition types or conversions into a different caliber. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea, and is even used for weapons from countries that are not even a part of NATO, such as the AKS-74u and PP-19 Bizon.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds only 15 rounds, despite having a visibly extended magazine. Unlike many other depictions of this weapon, the model is actually visually a Beretta 93R instead of being a slightly modified Beretta 92. &lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:BOCW-M93-1.jpeg|thumb|none|600px|The Beretta 93R in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:M93Rpreview BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, featuring a nickel finish similar to the multiplayer 1911 weapon model from [[Call of Duty: Black Ops|Black Ops]]. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. In the campaign it is the main sidearm of almost everyone, including the Soviets, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:1911preview BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
A [[Desert Eagle]] fitted with a scope and laser sight appears as the &amp;quot;Hand Cannon&amp;quot; in the campaign mission &amp;quot;Desparate Measures&amp;quot;. It was originally intended to be a scorestreak in multiplayer but was cut from the final game.&lt;br /&gt;
[[File:MagResDE.357MarkI.jpg|thumb|none|300px|Magnum Research Industries Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], Arminius, Alfa, Astra and the Colt Trooper. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot; in-game). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though it almost certainly wouldn't work on the revolver in reality. Even more nonsensically, it can accept 9-round and 12-round cylinders (which are also very incorrectly referred to as magazines in their attachment names); equipping them changes the cylinder's external appearance to an unfluted cylinder and a Mateba-like hexagonal cylinder respectively, but the amount of rounds visually seen within these cylinders remains 6 rounds.&lt;br /&gt;
[[File:BOCW Magnum.jpg|thumb|none|600px|The &amp;quot;Magnum&amp;quot; in the loadout screen.]]&lt;br /&gt;
[[File:Revolverpreview BOCW.jpg|thumb|none|600px|A close up look of the &amp;quot;Magnum&amp;quot; reveals its many design inspirations.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Tranquilizer Gun&amp;quot;==&lt;br /&gt;
A hybrid of a [[Ruger Mk II]] and a [[Welrod]] mocked up to be a tranquilizer pistol is used by Bell in the campaign.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
[[File:HPIM0965.jpg|thumb|none|300px|Welrod Mark II - .32 ACP.]]&lt;br /&gt;
[[File:TranqPistolEvidence BOCW.jpg|thumb|none|600px|From this angle, the grip is very clearly inspired by the Ruger Mk II.]]&lt;br /&gt;
[[File:TranqPistol BOCW.jpg|thumb|none|600px|But the ejection port and large knurled breech charging handle is very much Welrod-like.]]&lt;br /&gt;
&lt;br /&gt;
==Sedgley Fist Gun==&lt;br /&gt;
Scattered throughout the CIA Safehouse used as the in-game mission hub are various unusable [[Sedgley Fist Gun|Sedgley Fist Guns]].&lt;br /&gt;
[[File:OPG Glove device.jpg|thumb|none|300px|Sedgley Fist Gun - .38]]&lt;br /&gt;
[[File:SedgleyFistGun BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:SedgleyFistGun2 BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic American style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)]].''&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:BOCW-MP5-1.jpeg|thumb|none|600px|The MP5K in the multiplayer loadout menu. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
[[File:MP5Kpreview BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The “9.9&amp;quot; Extended” barrel attachment turns it into a full-sized [[MP5A3]] with an original slimline handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;STANAG 50 RD Drum&amp;quot; and collapsed stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]]. It can also be equipped with a &amp;quot;40 Rd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|A MP5A2 with the straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “10.8&amp;quot; Paratrooper” barrels also create an MP5SD with an alternate style of round handguard. &lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|A MP5SD2 configuration with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces a MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Fast Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun. It is primarily based on the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and similarly shaped rear sight, but takes other design cues from various Cold War-era submachine guns. It has an AR-like bolt release, a right-side charging handle, and a vertical magazine well with a paddle magazine release like the [[Walther MPL]]. Although it is written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for machine gun (''Kulspruta'').&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:BOCW KSP 45.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; SMG on the loadout wall.]]&lt;br /&gt;
[[File:KSP45preview BOCW.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; up close.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic  [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a pistol grip from the [[OTs-02 Kiparis]], a ribbed dust cover resembling that of an [[AS Val]], and the rear sight relocated to the rear of the receiver, along many other cosmetic changes. Its default helical magazine only holds 50 rounds instead of 64 rounds.&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the Alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made). The bolt appears on the left side instead of on top like the [[Uzi]] it was based on. It is anachronistic for some maps and levels in the game, as it was designed in 1983 and produced from 1984, while the 80s segments of ''Black Ops Cold War'' take place in 1981-1984; the original [[IMI Uzi]] upon which the Type 821 was based would've been a better choice.&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW-SOCIMI-2.jpeg|thumb|none|600px|The Type 821 in the alpha multiplayer loadout menu, under the original name. It lacks a stock by default.]]&lt;br /&gt;
[[File:Type821preview BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCW-SOCIMI-1.jpg|thumb|none|600px|A SOCIMI Type 821 strapped to a character's back.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with an unfolded stock, as well as a fixed one. Attaching certain optics will automatically unfold the stock as well. In a very rare bit of realism, when reloading, the shotgun is held upside down in order to hold down the carrier latch button, thus allowing the user to load shells (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]'').  When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button. However, the gun is never rechambered after an empty reload.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:BOCW-SPAS-1.jpeg|thumb|none|600px|The SPAS-12 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:SPAS12preview BOCW.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:ADS_SPAS-12_BLOPS_CW.jpg|thumb|none|600px|Bell holding down the carrier latch button on the SPAS-12 without upending the weapon during a reload while aiming.]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. In reverse of the above, this shotgun is ''always'' pumped after every single reload.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:BOCW-Ithaca 37-1.jpeg|thumb|none|600px|The Ithaca 37 in the multiplayer loadout menu. It is fitted with a heat shield by default.]]&lt;br /&gt;
[[File:Ithaca37preview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Ithaca m37sawedoff.jpg|thumb|none|400px|'''Airsoft''' Ithaca 37 with sawed-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
A [[Armsel Striker and variants#Sentinel_Arms_Striker-12|Penn Arms Striker-12]] is slated to be added in Season 1 to the game.&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel/Penn Arms Striker-12 (early model) civilian-legal 18&amp;quot; barrel with top folding stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It is technically anachronistic for the game as even though it was designed in 1982, it was first produced in 1986, while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the [[FN FNC]], the rifle that the Ak 5 was derived from, would've been a more appropriate choice. It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet and American troops in the campaign, who would much more likely use the [[AKS-74]] and [[M16]] respectively.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW-Ak5-3.jpeg|thumb|none|600px|The &amp;quot;Krig 6&amp;quot; in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:Ak5preview BOCW.jpg|thumb|none|600px|The Ak 5 in Gunsmith. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard and the lack of reinforcement on the wire stock.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in the trailers. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AKM/AK-47 Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style slant compensator and pistol grip. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, and stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Duster Stock&amp;quot; modification gives the rifle the underfolding stock of the AKS-47/AKMS. The “20&amp;quot; Liberator” barrel and &amp;quot;Tactical Stock&amp;quot; are from the [[RPK]] light machine gun. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKpreview BOCW.jpg|thumb|none|600px|The launch version model of the &amp;quot;AK-47&amp;quot;, featuring the ribbed dust cover and stamped receiver.]]&lt;br /&gt;
===AK-47===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; blueprint retains the AK-47 model seen in earlier builds of the game.&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. It had an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The taped &amp;quot;Fast Mags&amp;quot; (renamed to &amp;quot;Taped Mags&amp;quot; in the final game) change the reload animations to be all done with the right hand.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A psuedo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The [[Norinco Type 56]] appears only in the Vietnam flashback missions of the single player campaign, wielded by NVA and VC soldiers. It is still erroneously referred as the &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Norinco Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. It is also erroneously described as using 5.56mm ammunition rather than 5.45x39mm. While not anachronistic for the 80s segments, the AKS-74U anachronistically appears in Bell's flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
The drum magazine attachments are also straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW-AKS74U-2.jpeg|thumb|none|600px|The AKS-74U in the multiplayer loadout menu, incorrectly described as and grouped with the submachine guns. It is shown with an AK-47 style pistol grip, apparently having traded grips with the in-game AK-47.]]&lt;br /&gt;
[[File:AKS-74upreview BOCW.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:BOCW-AKS74U-1.jpg|thumb|none|600px|The player character hopping around the roofs near the Montelbaanstoren tower in Amsterdam with an AKS-74U fitted with an Elbit Falcon reflex sight, laser pointer, and PBS-1 silencer.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine however holds a correct 25 rounds instead of 30 like in past games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with the charging handle pulled back - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It sports a synthetic stock, fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It uses an anachronistic carry handle rail when equipping optics, rather than removing the carry handle as in previous Black Ops games.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or perforated (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock, &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a 54-round magazine (which also appears on the in-game XM4, where it holds 50 rounds).&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW-M16A2-1.jpeg|thumb|none|600px|The M16A2 in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 63==&lt;br /&gt;
The [[Norinco Type 63]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Norinco Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-Type 63-1.jpeg|thumb|none|600px|The Type 63 in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1==&lt;br /&gt;
An anachronistic [[Norinco QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; for the Beta. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to some of the Type 95's early prototypes, but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the generally confused state of attachment name/descriptions in BOCW.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic for the pre-83 maps. The weapon appears to be a predecessor of the &amp;quot;Type 25&amp;quot; from ''Black Ops II''.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|Norinco QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The stylized, time-traveling QBZ on the loadout wall. The weapon's trigger and trigger guard shape come from the HS Produkt VHS-2, with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97.]]&lt;br /&gt;
[[File:QBZ95-1preview BOCW.jpg|thumb|none|600px|In Gunsmith, the Canadian Type 97 NSR markings are more easily seen. The space between the pistol grip and the magazine well is marked with the Chinese text &amp;quot;83式自动步枪&amp;quot; (Pinyin: 83 shì zì dòng bù qiāng), which means &amp;quot;Type 83 automatic rifle&amp;quot;. The word &amp;quot;中国&amp;quot; (Pinyin: zhōng guó), meaning &amp;quot;China&amp;quot;, can also be faintly seen marked on the magazine well. The rear of the stock is  ''very'' faintly marked with what's apparently &amp;quot;梦想&amp;quot; (Pinyin: mèng xiǎng), or &amp;quot;dream&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
The [[OTs-14 Groza]] is slated to be added in Season 1 to the game. It is anachronistic, as it was developed in the early 1990s.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts (the real gun only has semi/full-auto fire) and the foregrip is depicted as folded by default.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The [[XM16E1]] appears exclusively in the campaign. It is referred to as the &amp;quot;M16A1&amp;quot;, but actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1.&lt;br /&gt;
&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat-topped receiver, with an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe). The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', and has &amp;quot;This is my rifle&amp;quot; written on the ejection port's cover, a reference to the USMC's Rifleman's Creed. Equipping any stock customization removes the sling wrap.&lt;br /&gt;
&lt;br /&gt;
Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine length M203 grenade launcher heat shield. It also appears to have PT boat style camouflage.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1.jpg|thumb|none|450px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is an earlier model with a partial fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:BOCW-AR15-3.jpeg|thumb|none|600px|The XM177E1 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:XM177E1preview BOCW.jpg|thumb|none|600px|The XM177E1 in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Arctic Warfare series#Accuracy International Precision Marksman|AI Precision Marksman]] and the [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Arctic Warfare]], along with some visual alterations. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it.&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-AWHybrid-1.jpeg|thumb|none|600px|The hybrid Accuracy International rifle in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is slightly anachronistic for the early 80s (developed in 1986); the original model would be more accurate.&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It also appears anachronistically in Bell's Vietnam War flashbacks where it is depicted as being used by the US troops, though it could stand in for a standard Remington 700.&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:BOCW-M700-1.jpeg|thumb|none|600px|The Remington 700 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Garwood Industries M134G Minigun==&lt;br /&gt;
The [[M134 Minigun|Garwood Industries M134G Minigun]] can be found in man-portable form in the campaign. It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the &amp;quot;Sentry Turret&amp;quot; scorestreak.&lt;br /&gt;
[[File:Early Garwood M134G.jpg|thumb|none|450px|Garwood Industries M134G, 4 flange barrel clamp - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles evident in the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in BOCW. It is the original model as opposed to the M60E3 featured in the past games.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW M60 Trailer.jpeg|thumb|none|600px|An M60 as seen in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] is featured in ''Black Ops Cold War'', with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-RPD-2.jpeg|thumb|none|600px|The RPD in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in the game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle, though it has a long barrel generally associated with the LMG configuration. A few Soviet heavies in the campaign are seen using these instead of the more appropriate [[RPD]].&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW-Stoner63-2.jpeg|thumb|none|600px|The Stoner 63 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-Stoner63-1.jpg|thumb|none|600px|The player character wielding a Stoner 63 fitted with a &amp;quot;Sillix Holoscout&amp;quot; in Angola.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. Bell wields one that somehow manages to hold up to 36 rounds in the final mission of the campaign.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in BOCW.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83/AN/M8 HC smoke grenade==&lt;br /&gt;
Either an anachronistic M83 or period-appropriate AN/M8 HC smoke grenade is carried by an unknown US soldier in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in promotional media and is seen in the multiplayer reveal trailer. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;proximity mine&amp;quot;.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
&lt;br /&gt;
==MK 13 flashbang==&lt;br /&gt;
MK 13 flashbang grenades are carried by multiplayer operators Adler and Song and by US troops in cutscenes. Most likely anachronistic.&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DSHK==&lt;br /&gt;
A [[DShK Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the Slava class and inappropriately the Ticonderoga class cruisers on the map Armada.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a Nimitz-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
Three unusable [[Glock 18]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Its appearance is anachronistic as the map takes place in January 1985 and the Glock 18 was produced in 1986.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; zombie map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is seen mounted on a Hind in Ukraine.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
The &amp;quot;Artillery&amp;quot; scorestreak consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on Rambo's bows appears in the campaign and as a killstreak in multiplayer.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:ADS_SPAS-12_BLOPS_CW.jpg&amp;diff=1382025</id>
		<title>File:ADS SPAS-12 BLOPS CW.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:ADS_SPAS-12_BLOPS_CW.jpg&amp;diff=1382025"/>
		<updated>2020-11-16T13:20:07Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: ADS reload of SPAS-12 in BLOPS:CW.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ADS reload of SPAS-12 in BLOPS:CW.&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1381923</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1381923"/>
		<updated>2020-11-16T04:27:28Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* RPD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]'' and possible prequel to ''[[Call of Duty: Black Ops II]]''. The setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions and possible complete weapon failures (i.e. exploded barrels) in reality.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare'' such as different ammunition types or conversions into a different caliber. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies and misused terms. For example, STANAG is used as a catch-all term for extended magazines, despite the real usage being almost the exact opposite of such an idea, and is even used for weapons from countries that are not even a part of NATO, such as the AKS-74u and PP-19 Bizon.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds only 15 rounds, despite having a visibly extended magazine. Unlike many other depictions of this weapon, the model is actually visually a Beretta 93R instead of being a slightly modified Beretta 92. &lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:BOCW-M93-1.jpeg|thumb|none|600px|The Beretta 93R in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, featuring a nickel finish similar to the multiplayer 1911 weapon model from [[Call of Duty: Black Ops|Black Ops]]. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. In the campaign it is the main sidearm of almost everyone, including the Soviets, who would much more likely use the [[Makarov PM]] or [[Tokarev TT-33]] as their sidearms.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle==&lt;br /&gt;
A [[Desert Eagle]] fitted with a scope and laser sight appears as the “Hand Cannon” in the campaign mission “Desparate Measures”. It was originally intended to be a scorestreak in multiplayer but was cut from the final game.&lt;br /&gt;
[[File:MagResDE.357MarkI.jpg|thumb|none|300px|Magnum Research Industries Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], Arminius, Alfa, Astra and the Colt Trooper. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot; in-game). Like other revolvers in previous ''Black Ops'' games, it is reloaded with single rounds by default, and still has the reload logic errors of the player character reloading only the rounds needed to refill the cylinder in gameplay despite the reload animation showing the entire cylinder being ejected.&lt;br /&gt;
&lt;br /&gt;
The Magnum can also accept a suppressor, even though suppressors do not function properly on almost all revolvers. Even more nonsensically, it can accept 9-round and 12-round cylinders (which are also very incorrectly referred to as magazines in their attachment names); equipping them does not change the 6-round cylinder in any way.&lt;br /&gt;
[[File:BOCW Magnum.jpg|thumb|none|600px|The &amp;quot;Magnum&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==“Tranquilliser Gun”==&lt;br /&gt;
A [[Ruger Mk II]] mocked up to be a tranquilliser pistol is used by “Bell” in the campaign.&lt;br /&gt;
[[File:Ruger Mark II MK512.jpg|thumb|none|300px|Ruger Mark II - .22 LR]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an aftermarket and anachronistic American style handstop handguard with perforations instead of a vertical foregrip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)]].''&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:BOCW-MP5-1.jpeg|thumb|none|600px|The MP5K in the multiplayer loadout menu. Note the gripless handguard resembling modern [https://hkparts.net/product/hk-mp5k-sp89-sp5k-forearm-with-handstop-usa-p16466.htm American examples] with added vent holes for creativity points.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The “9.9&amp;quot; Extended” barrel attachment turns it into a full-sized [[MP5A3]] with an original slimline handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;STANAG 50 RD Drum&amp;quot; and collapsed stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]]. It can also be equipped with a &amp;quot;40 Rd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|A MP5A2 with the straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “10.8&amp;quot; Paratrooper” barrels also create an MP5SD with an alternate style of round handguard. &lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|A MP5SD2 configuration with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces a MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Fast Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun. It is primarily based on the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and similarly shaped rear sight, but takes other design cues from various Cold War-era submachine guns. It has an AR-like bolt release, a right-side charging handle, and a vertical magazine well with a paddle magazine release like the [[Walther MPL]]. Although it is written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for machine gun (''Kulspruta'').&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:BOCW KSP 45.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; SMG on the loadout wall.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
An anachronistic  [[PP-19 Bizon-2]] (developed in the 1990s) appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a pistol grip from the [[OTs-02 Kiparis]], the helical magazine only hold 50 rounds instead of 64, the dust cover resembles that of an AS VAL, and the rear sight is mounted at the very back of the receiver.&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the Alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made). The bolt appears on the left side instead of on top like the [[Uzi]] it was based on. It is anachronistic for some maps and levels in the game, as it was designed in 1983 and produced from 1984, while the 80s segments of ''Black Ops Cold War'' take place in 1981-1984; the original [[IMI Uzi]] upon which the Type 821 was based would've been a better choice.&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW-SOCIMI-2.jpeg|thumb|none|600px|The Type 821 in the alpha multiplayer loadout menu, under the original name. It lacks a stock by default.]]&lt;br /&gt;
[[File:BOCW-SOCIMI-1.jpg|thumb|none|600px|A SOCIMI Type 821 strapped to a character's back.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''Gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with an unfolded stock, as well as a fixed one. Attaching certain optics will automatically unfold the stock as well. In a very rare bit of realism, when reloading, the shotgun is held upside down in order to hold down the carrier latch button, thus allowing the user to load shells (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]'').  When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button. However, the gun is never rechambered after an empty reload.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:BOCW-SPAS-1.jpeg|thumb|none|600px|The SPAS-12 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. In reverse of the above, this shotgun is ''always'' pumped after every single reload.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:BOCW-Ithaca 37-1.jpeg|thumb|none|600px|The Ithaca 37 in the multiplayer loadout menu. It is fitted with a heat shield by default.]]&lt;br /&gt;
[[File:Ithaca m37sawedoff.jpg|thumb|none|400px|'''Airsoft''' Ithaca 37 with sawed-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
A [[Armsel Striker and variants#Sentinel_Arms_Striker-12|Penn Arms Striker-12]] is slated to be added in Season 1 to the game.&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel/Penn Arms Striker-12 (early model) civilian-legal 18&amp;quot; barrel with top folding stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It is technically anachronistic for the game as even though it was designed in 1982, it was first produced in 1986, while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the [[FN FNC]], the rifle that the Ak 5 was derived from, would've been a more appropriate choice. It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet and American troops in the campaign, who would much more likely use the [[AKS-74]] and [[M16]] respectively.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW-Ak5-3.jpeg|thumb|none|600px|The &amp;quot;Krig 6&amp;quot; in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in the trailers. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard and the lack of reinforcement on the wire stock. For some reason, the flash hider is missing in this sequence, and the stock is clipping through the ground.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AKM/AK-47 Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style slant compensator and pistol grip. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, and stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Duster Stock&amp;quot; modification gives the rifle the underfolding stock of the AKS-47/AKMS. The “20&amp;quot; Liberator” barrel and &amp;quot;Tactical Stock&amp;quot; are from the [[RPK]] light machine gun. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; blueprint retains the AK-47 model seen in earlier builds of the game.&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. It had an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The taped &amp;quot;Fast Mags&amp;quot; (renamed to &amp;quot;Taped Mags&amp;quot; in the final game) change the reload animations to be all done with the right hand.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A psuedo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The [[Norinco Type 56]] appears only in the Vietnam flashback missions of the single player campaign, wielded by NVA and VC soldiers. It is still erroneously referred as the “AK-47”.&lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Norinco Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. It is also erroneously described as using 5.56mm ammunition rather than 5.45x39mm. While not anachronistic for the 80s segments, the AKS-74U anachronistically appears in Bell's flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
The drum magazine attachments are also straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW-AKS74U-2.jpeg|thumb|none|600px|The AKS-74U in the multiplayer loadout menu, incorrectly described as and grouped with the submachine guns. It is shown with an AK-47 style pistol grip, apparently having traded grips with the in-game AK-47.]]&lt;br /&gt;
[[File:BOCW-AKS74U-1.jpg|thumb|none|600px|The player character hopping around the roofs near the Montelbaanstoren tower in Amsterdam with an AKS-74U fitted with an Elbit Falcon reflex sight, laser pointer, and PBS-1 silencer.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''. The default magazine however holds a correct 25 rounds instead of 30 like in past games.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with the charging handle pulled back - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It sports a synthetic stock, fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It uses an anachronistic carry handle rail when equipping optics, rather than removing the carry handle as in previous Black Ops games.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or perforated (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock, &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a 54-round magazine (which also appears on the in-game XM4, where it holds 50 rounds).&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW-M16A2-1.jpeg|thumb|none|600px|The M16A2 in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 63==&lt;br /&gt;
The [[Norinco Type 63]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics. The default magazine initially held a correct 20 rounds in the closed alpha, but this was increased to an incorrect 25 in the beta and final game.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Norinco Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-Type 63-1.jpeg|thumb|none|600px|The Type 63 in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1==&lt;br /&gt;
An anachronistic [[Norinco QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; for the Beta. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to some of the Type 95's early prototypes, but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the ridiculous attachment name/descriptions in BOCW.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic for the pre-83 maps. The weapon appears to be a predecessor of the &amp;quot;Type 25&amp;quot; from ''Black Ops II''.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|Norinco QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The stylized, time-traveling QBZ on the loadout wall. The weapon's trigger and trigger guard shape come from the HS Produkt VHS-2, with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
The [[OTs-14 Groza]] is slated to be added in Season 1 to the game. It is anachronistic, as it was developed in the early 1990s.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It incorrectly fires in three-round bursts (the real gun only has semi/full-auto fire) and the foregrip is depicted as folded by default.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The [[XM16E1]] appears exclusively in the campaign. It is referred to as the &amp;quot;M16A1&amp;quot;, but actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1.&lt;br /&gt;
&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat-topped receiver, with an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe). The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', and has &amp;quot;This is my rifle&amp;quot; written on the ejection port's cover, a reference to the USMC's Rifleman's Creed. Equipping any stock customization removes the sling wrap.&lt;br /&gt;
&lt;br /&gt;
Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine length M203 grenade launcher heat shield. It also appears to have PT boat style camouflage.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1.jpg|thumb|none|450px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is an earlier model with a partial fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:BOCW-AR15-3.jpeg|thumb|none|600px|The XM177E1 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-AR15-1.jpg|thumb|none|600px|Woods dismounting from a Huey with his carbine.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Arctic Warfare series#Accuracy International Precision Marksman|AI Precision Marksman]] and the [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Arctic Warfare]], along with some visual alterations. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it.&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-AWHybrid-1.jpeg|thumb|none|600px|The hybrid Accuracy International rifle in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is slightly anachronistic for the early 80s (developed in 1986); the original model would be more accurate.&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It also appears anachronistically in Bell's Vietnam War flashbacks where it is depicted as being used by the US troops, though it could stand in for a standard Remington 700.&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:BOCW-M700-1.jpeg|thumb|none|600px|The Remington 700 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Garwood Industries M134G Minigun==&lt;br /&gt;
The [[M134 Minigun|Garwood Industries M134G Minigun]] can be found in man-portable form in the campaign. It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer, and as part of the “Sentry Turret” scorestreak.&lt;br /&gt;
[[File:Early Garwood M134G.jpg|thumb|none|450px|Garwood Industries M134G, 4 flange barrel clamp - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles evident in the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in BOCW. It is the original model as opposed to the M60E3 featured in the past games.&lt;br /&gt;
&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW M60 Trailer.jpeg|thumb|none|600px|An M60 as seen in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] is featured in ''Black Ops Cold War'', with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-RPD-2.jpeg|thumb|none|600px|The RPD in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|Adler and Belikov brandish RPDs as they prepare to shoot their way out of the KGB headquarters.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in the game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle, though it has a long barrel generally associated with the LMG configuration. A few Soviet heavies in the campaign are seen using these instead of the more appropriate [[RPD]].&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW-Stoner63-2.jpeg|thumb|none|600px|The Stoner 63 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-Stoner63-1.jpg|thumb|none|600px|The player character wielding a Stoner 63 fitted with a &amp;quot;Sillix Holoscout&amp;quot; in Angola.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;. Despite being a dedicated MANPADS in reality, the weapon can still be fired even without a lock-on and against ground targets.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak. “Bell” wields one that somehow manages to hold up to 36 rounds in the final mission of the campaign.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in BOCW.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83/AN/M8 HC smoke grenade==&lt;br /&gt;
Either an anachronistic M83 or period-appropriate AN/M8 HC smoke grenade is carried by an unknown US soldier in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in promotional media and is seen in the multiplayer reveal trailer. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;proximity mine&amp;quot;.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
&lt;br /&gt;
==MK 13 flashbang==&lt;br /&gt;
MK 13 flashbang grenades are carried by multiplayer operators Adler and Song and by US troops in cutscenes. Most likely anachronistic.&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DSHK==&lt;br /&gt;
A [[DShK Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the Slava class and inappropriately the Ticonderoga class cruisers on the map Armada.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a Nimitz-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
Three unusable [[Glock 18]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Its appearance is anachronistic as the map takes place in January 1985 and the Glock 18 was produced in 1986.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an East German training facility.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; zombie map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is seen mounted on a Hind in Ukraine.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
The &amp;quot;Artillery&amp;quot; scorestreak consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on Rambo's bows appears in the campaign and as a killstreak in multiplayer.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1381897</id>
		<title>Call of Duty: Black Ops Cold War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Black_Ops_Cold_War&amp;diff=1381897"/>
		<updated>2020-11-16T00:17:05Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Franchi SPAS-12 */  I'll pull screencap off my PS4 for this in a bit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Black Ops Cold War&lt;br /&gt;
|picture=CODBOCWCover1.jpeg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=November 13, 2020&lt;br /&gt;
|developer=Treyarch, Raven Software&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;PlayStation 5&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;Xbox Series X&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Black Ops Cold War''''' is a first-person shooter developed by Treyarch and Raven Software and published by Activision. It is the sixth game in the ''Black Ops'' series and the seventeenth in the ''Call of Duty'' series. It is also a direct sequel to ''[[Call of Duty: Black Ops]]'' and possible prequel to ''[[Call of Duty: Black Ops II]]''. The setting takes place primarily in 1981 with several flashbacks dating to 1968 during the Vietnam War. The player character is a new, customizable operative codenamed &amp;quot;Bell&amp;quot;, who is part of a CIA task force, including Alex Mason, Frank Woods, and Jason Hudson, out to stop a Soviet agent codenamed &amp;quot;Perseus&amp;quot; (based on the real-life conspiracy) from carrying out a decades-long plan that could radically alter the balance of power of the Cold War.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Black Ops Cold War'' maintains several weapon features from the 2019 ''Modern Warfare'', including Gunsmith and the ability to reload while aiming down sights.&lt;br /&gt;
&lt;br /&gt;
The game features an extensive swimming and underwater mechanic which inaccurately depicts weapons as being able to be fired underwater, something which would lead to malfunctions in reality.&lt;br /&gt;
&lt;br /&gt;
While Gunsmith offers a wide variety of attachments to equip, it lacks several features from ''Modern Warfare'' such as different ammunition types or conversions into a different caliber. It also features some ''staggeringly'' poor attachment descriptions filled with inaccuracies.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] appears under the name &amp;quot;Diamatti&amp;quot;. It holds only 15 rounds, despite having a visibly extended magazine.&lt;br /&gt;
[[File:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:BOCW-M93-1.jpeg|thumb|none|600px|The Beretta 93R in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is featured in the game, featuring a nickel finish similar to the multiplayer 1911 weapon model from [[Call of Duty: Black Ops|Black Ops]]. The &amp;quot;Wingman&amp;quot; skin from the &amp;quot;Air Sea Land Pack&amp;quot; for the Ultimate Edition is also an M1911A1, featuring a paint-job similar to that of the P-51 Mustang fighters during WWII. It is incorrectly used by the Soviets.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:BOCW-M1911-2.jpeg|thumb|none|600px|The M1911A1 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-1911-1.jpg|thumb|none|600px|The M1911 tucked in Adler's pants.]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|A suppressed M1911A1 is racked in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Magnum&amp;quot;==&lt;br /&gt;
The &amp;quot;Magnum&amp;quot; is a fictional hybrid revolver that appears to have some influence from a variety of revolvers such as [[Smith &amp;amp; Wesson#Revolvers|Smith &amp;amp; Wesson]], [[Ruger#Revolvers|Ruger]], Arminius, Alfa, Astra and the Colt Trooper. The names of some of its muzzle attachments suggest that it is chambered in .45 ACP (misnamed &amp;quot;.45 APC&amp;quot; in-game).&lt;br /&gt;
[[File:BOCW Magnum.jpg|thumb|none|600px|The &amp;quot;Magnum&amp;quot; in the loadout screen.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is used by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:TT-33-Wartime.jpg|thumb|none|300px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
A [[Heckler &amp;amp; Koch MP5K]] with a collapsible stock and a threaded barrel is available as the &amp;quot;MP5&amp;quot;. It has an [[Heckler &amp;amp; Koch SP89|SP89]]-like perforated handguard instead of a vertical foregip by default. It uses an HK claw mount with an anachronistic rail when equipping optics. It can be customized into a number of MP5 variants as seen below, having a wide latitude of barrel and stock configurations akin to ''[[Call of Duty: Modern Warfare (2019)]].''&lt;br /&gt;
&lt;br /&gt;
While not anachronistic for the 80s segments, the MP5K is used by US troops in Bell's Vietnam War flashbacks, which is both inaccurate and anachronistic.&lt;br /&gt;
[[File:Heckler &amp;amp; Koch MP5K fitted with a A3 stock.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K &amp;quot;Reverse Stretch&amp;quot; with A3 stock - 9x19mm]]&lt;br /&gt;
[[File:BOCW-MP5-1.jpeg|thumb|none|600px|The MP5K in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A3===&lt;br /&gt;
The “9.9&amp;quot; Extended” barrel attachment turns it into a full-sized [[MP5A3]] with an original slimline handguard.&lt;br /&gt;
[[File:H&amp;amp;KMP5A3slimforearm.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; handguard - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A3.jpg|thumb|none|600px|The MP5A3 with a &amp;quot;STANAG 50 RD Drum&amp;quot; and collapsed stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The combination of the aforementioned barrel with the &amp;quot;Tactical Stock&amp;quot; turns the gun into an [[MP5A2]]. It can also be equipped with a &amp;quot;40 Rd Speed Mag&amp;quot;, which is a slightly longer version of the early straight &amp;quot;waffle&amp;quot;-style magazine.&lt;br /&gt;
[[File:HK MP-5 A3.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5A2.jpg|thumb|none|600px|A MP5A2 with the straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining either of the sound suppressors with the “9.5&amp;quot; Ranger” barrel configurations produces a [[Heckler &amp;amp; Koch MP5SD]] configuration. The “9.5&amp;quot; Extended” and “10.8&amp;quot; Paratrooper” barrels also create an MP5SD with an alternate style of round handguard. &lt;br /&gt;
[[File:MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 with S-E-F trigger group - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD2.jpg|thumb|none|600px|A MP5SD2 configuration with the &amp;quot;Agency Suppressor&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
Ditto to the above configuration but with the default or one of the collapsible stock variants produces a MP5SD3.&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]]&lt;br /&gt;
[[File:BOCW MP5SD3.jpg|thumb|none|600px|The MP5SD3 with the &amp;quot;Sound Suppressor&amp;quot; and &amp;quot;Fast Mag&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;KSP 45&amp;quot;==&lt;br /&gt;
The &amp;quot;KSP 45&amp;quot; is a fictional 3-round burst submachine gun. It is primarily based on the [[Heckler &amp;amp; Koch UMP45]] with its boxy design, selector switch style, and similarly shaped rear sight, but takes other design cues from various Cold War-era submachine guns. It has an AR-like bolt release, a right-side charging handle, and a vertical magazine well with a paddle magazine release like the [[Walther MPL]]. Although it is written in all caps, &amp;quot;Ksp&amp;quot; is the Swedish abbreviation for machine gun (''Kulspruta'').&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:BOCW KSP 45.jpg|thumb|none|600px|The &amp;quot;KSP 45&amp;quot; SMG on the loadout wall.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] appears under the name &amp;quot;Bullfrog&amp;quot;. It is depicted with a pistol grip from [[OTs-02 Kiparis]].&lt;br /&gt;
[[File:PP-19 Bizon top-folding stock.jpg|thumb|none|450px|PP-19 Bizon-2-01 with top-folding stock - 9x19mm]]&lt;br /&gt;
[[File:Bizonpreview BOCW.jpg|thumb|none|600px|The &amp;quot;Bullfrog&amp;quot; in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is carried by some Red Army soldiers in the intro cutscene of the Zombies map Die Maschine.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg‎|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] appears in-game. It was referred to as the &amp;quot;Type 821&amp;quot; during the Alpha, but the name was changed to &amp;quot;Milano 821&amp;quot; in the Beta (with Milano being Italian for Milan, the city where this gun was made). The bolt appears on the left side instead of on top like the [[Uzi]] it was based on. It is anachronistic for some maps and levels in the game, as it was designed in 1983 and produced from 1984, while the 80s segments of ''Black Ops Cold War'' take place in 1981-1984; the original [[IMI Uzi]] upon which the Type 821 was based would've been a better choice.&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|450px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BOCW-SOCIMI-2.jpeg|thumb|none|600px|The Type 821 in the alpha multiplayer loadout menu, under the original name. It lacks a stock by default.]]&lt;br /&gt;
[[File:BOCW-SOCIMI-1.jpg|thumb|none|600px|A SOCIMI Type 821 strapped to a character's back.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as the &amp;quot;Gallo SA12&amp;quot; (''Gallo'' means &amp;quot;rooster&amp;quot; or &amp;quot;cock&amp;quot; in Italian). It is used in semi-automatic mode, and the stock is folded by default, but it can be modified with an unfolded stock, as well as a fixed one. Attaching certain optics will automatically unfold the stock as well. In a very rare bit of realism, when reloading, the shotgun is held upside down in order to hold down the carrier latch button, thus allowing the user to load shells (as previously seen in ''[[Call of Duty: Modern Warfare 2|Modern Warfare 2 Campaign Remastered]]'').  When reloading while aiming, the shotgun is held right-side up with the support hand holding down the carrier latch button. However, the gun is never rechambered after an empty reload.&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 with stock folded - 12 gauge]]&lt;br /&gt;
[[File:BOCW-SPAS-1.jpeg|thumb|none|600px|The SPAS-12 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|none|450px|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
The [[Ithaca 37]] appears in-game as the &amp;quot;Hauer 77&amp;quot;, likely a reference to [[Rutger Hauer]], the late star of the film ''[[Hobo with a Shotgun]]''. A shortened version called the &amp;quot;Sucker Punch&amp;quot; is available as a skin via the &amp;quot;Air Sea Land&amp;quot; pack for the Ultimate Edition. In reverse of the above, this shotgun is ''always'' pumped after every single reload.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|450px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:BOCW-Ithaca 37-1.jpeg|thumb|none|600px|The Ithaca 37 in the multiplayer loadout menu. It is fitted with a heat shield by default.]]&lt;br /&gt;
[[File:Ithaca m37sawedoff.jpg|thumb|none|400px|'''Airsoft''' Ithaca 37 with sawed-off stock and barrel - (fake) 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Penn Arms Striker-12==&lt;br /&gt;
A [[Armsel Striker and variants#Sentinel_Arms_Striker-12|Penn Arms Striker-12]] is slated to be added to the game.&lt;br /&gt;
[[File:Striker12FullLength.jpg|thumb|none|400px|Sentinel/Penn Arms Striker-12 (early model) civilian-legal 18&amp;quot; barrel with top folding stock - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Ak 5==&lt;br /&gt;
A stylized [[Ak 5]] is featured in the game as the &amp;quot;Krig 6&amp;quot; (''krig'' means &amp;quot;war&amp;quot; in Swedish). It is technically anachronistic for the game as even though it was designed in 1982, it was first produced in 1986, while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the [[FN FNC]], the rifle that the Ak 5 was derived from, would've been a more appropriate choice. It also uses an anachronistic upper rail when equipping optics. It is used inaccurately by the East German police and Soviet and American troops in the campaign.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tactical Stock&amp;quot; gives it a synthetic fixed [[FN FAL]] stock (similar to some FNC configurations), and the &amp;quot;Commando Assembly&amp;quot; stock is taken from a [[SIG SG 550]] series rifle.&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|450px|Bofors Ak 5 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW-Ak5-3.jpeg|thumb|none|600px|The &amp;quot;Krig 6&amp;quot; in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-Ak5-1.jpg|thumb|none|600px|Woods wields an Ak 5 with an upper rail in the trailers. Note the picatinny rail which is of the anachronistic modern style.]]&lt;br /&gt;
[[File:BOCW-Ak5-2.jpg|thumb|none|600px|The Ak 5 going down in a Michael Bay style sequence. Note the stylistically fictionalized handguard, the early FN FNC-style trigger guard and the lack of reinforcement on the wire stock. For some reason, the flash hider is missing in this sequence.]]&lt;br /&gt;
[[File:BOCW AK5 Trailer.jpeg|thumb|none|600px|Sims with an Ak 5 in the multiplayer reveal trailer. Note how the weapon also has an FNC-style charging handle.]]&lt;br /&gt;
[[File:FNC REM Sporter.jpg|thumb|450px|none|FN FNC - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW Ak5-FNC.jpg|thumb|none|600px|The Ak 5 can be configured with an FNC handguard with the “19.7&amp;quot; Ranger” barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
==AKM/AK-47 Hybrid==&lt;br /&gt;
An &amp;quot;[[AK-47]]&amp;quot; is featured in the game. During the alpha and beta stages, it was mostly modeled correctly after an AK-47, albeit with an [[AKM]]-style slant compensator and pistol grip. However, the model of the base gun was changed in the final game: now it also has an AKM's stamped receiver and ribbed top cover, while retaining the AK-47's gas block, gas tube, front sight block, and stock. It uses a fictionalized Dragunov optics mount modified into a rail mount when equipping optics.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Duster Stock&amp;quot; modification gives the rifle the underfolding stock of the AKS-47/AKMS. The “20&amp;quot; Liberator” barrel and &amp;quot;Tactical Stock&amp;quot; are from the [[RPK]] light machine gun. Other notable Eastern Bloc customizations include a Romanian/East German style coat-hanger stock with the added cheek strut piece as the &amp;quot;Wire Stock&amp;quot;. The &amp;quot;Foregrip&amp;quot; is a Romanian type wooden foregrip and the &amp;quot;Patrol Grip&amp;quot; is a Hungarian FEG-style foregrip.&lt;br /&gt;
&lt;br /&gt;
The AK can also take an extended 40-round steel magazine or a 50-round orange Bakelite resin mag.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-47===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; blueprint retains the AK-47 model seen in earlier builds of the game.&lt;br /&gt;
[[File:BOCW-AK-2.jpeg|thumb|none|600px|The older AK-47 model during the alpha. It had an AKM-type pistol grip, the opposite of the AKS-74U as seen below.]]&lt;br /&gt;
[[File:DeactivatedAKS(1954-59).jpg|thumb|none|450px|AKS-47 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW AKS-47.jpg|thumb|none|600px|An AKS-47 build in the beta. The taped &amp;quot;Fast Mags&amp;quot; (renamed to &amp;quot;Taped Mags&amp;quot; in the final game) change the reload animations to be all done with the right hand.]]&lt;br /&gt;
[[File:BOCW RPK.jpg|thumb|none|600px|A psuedo-RPK build on the loadout wall in the beta.]]&lt;br /&gt;
&lt;br /&gt;
===Type 56===&lt;br /&gt;
The [[Norinco Type 56]] appears only in the Vietnam flashback missions of the single player campaign, wielded by NVA and VC soldiers. &lt;br /&gt;
[[File:Early type 56.jpg|thumb|none|450px|Norinco Type 56, early milled receiver model with bayonet - 7.62x39mm]]&lt;br /&gt;
[[File:Type56-2.jpg|thumb|none|450px|Norinco Type 56-2 - 7.62x39mm]]&lt;br /&gt;
[[File:Type56 BOCW.jpg|thumb|none|600px|Bell admiring her newly acquired Type 56.]]&lt;br /&gt;
[[File:Type56 BOCWsights.jpg|thumb|none|600px|Looking down the fully enclosed hood of the front sight post, also note the milled dust cover.]]&lt;br /&gt;
[[File:Type56 BOCWreload.jpg|thumb|none|600px|Reloading shows the early slab sided AK-47 magazine unique to the Type 56 weapon model in game, as well as the folded (and sadly unusable) spike bayonet.]]&lt;br /&gt;
[[File:Type56 BOCWreload2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Type56wm BOCW.jpg|thumb|none|600px|The world model of the Type 56 shows the Type 56-2 style folding stock.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is one of the weapons in ''Black Ops Cold War''. In classic ''Call of Duty'' tradition, it is incorrectly classified as a submachine gun and referred to as the &amp;quot;AK-74u&amp;quot;. It is also erroneously described as using 5.56mm ammunition rather than 5.45x39mm. While not anachronistic for the 80s segments, the AKS-74U anachronistically appears in Bell's flashbacks to the Vietnam War, where it's inaccurately used by the Vietcong. The weapon is also seen in the key art for the game's beta.&lt;br /&gt;
&lt;br /&gt;
It has attachment configurations that approximate members of the [[AS Val]] family. The &amp;quot;Duster Stock&amp;quot; is similar the Val stock, the &amp;quot;Commando Assembly&amp;quot; stock is from the [[VSS Vintorez]], and the “10.3&amp;quot; Ranger” barrel configuration uses the SR-3M's handguard. The &amp;quot;40 Rd Speed Mag&amp;quot; is also a 20-round 6L25 9x39mm magazine.&lt;br /&gt;
&lt;br /&gt;
The drum magazine attachments are also straighter-style 7.62x39mm drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:BOCW-AKS74U-2.jpeg|thumb|none|600px|The AKS-74U in the multiplayer loadout menu, incorrectly described as and grouped with the submachine guns. It is shown with an AK-47 style pistol grip, apparently having traded grips with the in-game AK-47.]]&lt;br /&gt;
[[File:BOCW-AKS74U-1.jpg|thumb|none|600px|The player character hopping around the roofs near the Montelbaanstoren tower in Amsterdam with an AKS-74U fitted with an Elbit Falcon reflex sight, laser pointer, and PBS-1 silencer.]]&lt;br /&gt;
[[File:BOCW AKS-74U 9x39.jpg|thumb|none|600px|The AKS-74U with various 9x39mm components. Either of the suppressor attachments convert into a Val/VSS style suppressor with the &amp;quot;Ranger&amp;quot; and two of the other barrel mods.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Hybrid==&lt;br /&gt;
The &amp;quot;FFAR 1&amp;quot; is a weapon based on the [[FAMAS Valorisé]] combined with a trigger guard and magazine well from FAMAS G2 (both of which would be anachronistic to the game), with some visual features similar to the &amp;quot;FFAR&amp;quot; from ''[[Call of Duty: Black Ops III]]''.&lt;br /&gt;
&lt;br /&gt;
In the game's lore it appears that this weapon is the successor of the FAMAS from the first ''Black Ops'' game and predecessor to the &amp;quot;FFAR&amp;quot; from ''Black Ops III''.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|450px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|450px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Famas g2.jpg|thumb|none|450px|FAMAS G2 with the charging handle pulled back - 5.56x45mm]]&lt;br /&gt;
[[File:FFARpreview BOCW.jpg|thumb|none|600px|The &amp;quot;FFAR 1&amp;quot; in Gunsmith. Note the front sight similar to the FAMAS Valorisé but the overall shape reminiscent of the prototype and the G2 trigger guard imposed over the now redundant standard one.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears in the game as the &amp;quot;DMR 14&amp;quot;. It sports a synthetic stock, fires semi-automatically, and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] appears under the &amp;quot;tactical rifles&amp;quot; class. It is simply referred to as the &amp;quot;M16&amp;quot; in the HUD, but actually has &amp;quot;M16.A2&amp;quot; markings on the magwell. It incorrectly holds 30 rounds in a 20-round magazine, and the pin for the auto sear on the lower receiver is absent, which in reality would prevent the rifle from firing in bursts. It uses an anachronistic carry handle rail when equipping optics, rather than removing the carry handle as in previous Black Ops games.&lt;br /&gt;
&lt;br /&gt;
The M16's alternate barrel options include “16.3&amp;quot; Rapid Fire”, “20.5&amp;quot; Cavalry Lancer”, “16.3&amp;quot; Titanium”, “20.2&amp;quot; Takedown”, and “15.9&amp;quot; Strike Team”; of these, the 20.5&amp;quot; barrel options are visually just the default barrel but fluted (&amp;quot;Cavalry Lancer&amp;quot;) or perforated (&amp;quot;Takedown&amp;quot;). For the short barrel options, the &amp;quot;Rapid Fire&amp;quot; and &amp;quot;Strike Team&amp;quot; both give the gun a short triangular handguard (the difference is that &amp;quot;Rapid Fire&amp;quot; has a smooth barrel while &amp;quot;Strike Team&amp;quot;'s is fluted), while &amp;quot;Titanium&amp;quot; gives the gun a short round handguard, the end result somewhat resembling a Colt Model 723 14.5&amp;quot; A1 barrel.&lt;br /&gt;
&lt;br /&gt;
The M16's stock options include &amp;quot;Tactical Stock&amp;quot;, the normal M16A2 stock with a cheek pad, &amp;quot;Wire Stock&amp;quot;, an M231 FPW-like wire stock, &amp;quot;Duster Stock&amp;quot;, a Doublestar Ace skeleton stock, &amp;quot;Commando Assembly&amp;quot;, a 2nd generation collapsible stock, and &amp;quot;Buffer Tube&amp;quot;, an exposed buffer tube with a rubber pad.&lt;br /&gt;
&lt;br /&gt;
Magazine options include the classic ''Black Ops'' jungle-style fast mags made with either duct tape or clamps, a 30-round STANAG magazine depicted as a 45-rounder, a 20-round STANAG magazine with an improvised duct tape magazine assists somehow also depicted as a 45-rounder, and a 54-round magazine (which also appears on the in-game XM4, where it holds 50 rounds).&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|none|450px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW-M16A2-1.jpeg|thumb|none|600px|The M16A2 in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
===Colt XM4 Carbine===&lt;br /&gt;
The combination of the “16.3&amp;quot; Titanium” barrel attachment with the &amp;quot;Commando Assembly&amp;quot; stock attachment approximates the [[M4 Carbine|XM4 Carbine]], sans the proper stepped barrel.&lt;br /&gt;
&lt;br /&gt;
[[File:XM4 1986 model.jpg|thumb|none|450px|XM4 Carbine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BOCW M16-XM4.jpg|thumb|none|600px|The psuedo-XM4 on the loadout workbench.]]&lt;br /&gt;
[[File:COD CWBO Beta Key Art.jpg|thumb|none|600px|A nearly identical build is seen in the key art for the beta, which is horizontally flipped. Some parts are missing from the gun's model, including the case deflector, the magazine release button, and a portion of the fence around it.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 63==&lt;br /&gt;
The [[Norinco Type 63]] is available in the game, classified as a &amp;quot;tactical rifle&amp;quot;. Despite being select-fire in reality, it is restricted to semi-automatic mode in-game; the spike bayonet is also unusable. It uses what appears to be an anachronistic M14 rifle style rail mount when equipping optics.&lt;br /&gt;
[[File:Type63.jpg|thumb|none|450px|Norinco Type 63 - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-Type 63-1.jpeg|thumb|none|600px|The Type 63 in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBZ-95-1==&lt;br /&gt;
An anachronistic [[Norinco QBZ-95-1]] rifle appears in the game, featuring several retro-styled cosmetic alterations. It was briefly seen in the Gunsmith trailer, labeled the &amp;quot;Type 15&amp;quot;, but the name was changed to &amp;quot;QBZ-83&amp;quot; for the Beta. The Type 95's development began in 1989, with the first prototypes being made in 1990. The in-game weapon bears some cosmetic resemblances to some of the Type 95's early prototypes, but is still clearly based on the QBZ-95-1, which began its development in 2004 and was adopted in 2010.&lt;br /&gt;
&lt;br /&gt;
The side of the gun is marked with &amp;quot;T97NSR-PWC-CAL 5.56 mm&amp;quot;; T97NSR refers to a semi-auto only civilian variant of the 5.56mm QBZ-97A sold in Canada named Type 97 NSR. This likely suggests that Treyarch modeled the gun after a Type 97 NSR then modified it to make it resemble a Chinese QBZ-95 (with its distinct magazine shape and paddle magazine release) and &amp;quot;retro-ified&amp;quot; it. Some of its muzzle attachments also have &amp;quot;5.56&amp;quot; as part of their names, though it is unclear if this is an intentional reference to the QBZ-97 connections or a result of the ridiculous attachment name/descriptions in BOCW.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;QBZ-83&amp;quot; name would suggest that it was adopted in 1983 in the ''Black Ops'' universe which would still be anachronistic for the pre-83 maps. The weapon appears to be a predecessor of the &amp;quot;Type 25&amp;quot; from ''Black Ops II''.&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
[[File:Norinco QBZ-97.jpg|thumb|none|450px|Norinco QBZ-97 - 5.56x45mm]]&lt;br /&gt;
[[file:BOCW QBZ-83.jpg|thumb|none|600px|The stylized, time-traveling QBZ on the loadout wall. The weapon's trigger and trigger guard shape come from the HS Produkt VHS-2, with the latter being made from stamped metal rather like the FAMAS. Its magazines appear to be loosely based on Chinese steel AK magazines. It also has three vents on the upper handguard and a birdcage-like muzzle device, both elements of the QBZ-97.]]&lt;br /&gt;
&lt;br /&gt;
==OTs-14 Groza==&lt;br /&gt;
The [[OTs-14 Groza]] is slated to be added to the game. It is anachronistic, as it was developed in the early 1990s.&lt;br /&gt;
[[File:OTS-14.jpg|thumb|none|450px|OTs-14-4A-01 Groza - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1==&lt;br /&gt;
The [[Steyr AUG A1]] appears in the game as the &amp;quot;AUG&amp;quot; and is classified as a &amp;quot;tactical rifle&amp;quot; in multiplayer. It fires in three-round bursts and the foregrip is depicted as folded by default.&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|450px|Steyr AUG A1 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The [[SVT-40]] is used by some Red Army soldiers in the intro cinematic of the Zombies map Die Maschine.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==XM16E1==&lt;br /&gt;
The [[XM16E1]] appears exclusively in the campaign. It is referred to as the &amp;quot;M16A1&amp;quot;, but actually has the appearance of a 'faux' XM16E1, as seen in some movies where the guns are built from M16A1s. This is firstly evidenced by the combination of an XM16E1's 3-prong flash hider with an M16A1's full fence lower. The weapon also appears to have a chrome bolt carrier, which was present on the XM16E1, but not on the M16A1.&lt;br /&gt;
&lt;br /&gt;
[[File:XM16E1.jpg|thumb|none|450px|Mockup of an XM16E1 rifle with 20-round magazine - 5.56x45mm NATO. This can be identified as a mockup by its full magazine fence and strengthened front pivot point, neither of which appeared on the XM16E1.]]&lt;br /&gt;
[[File:XM16E1 BOCW.jpg|thumb|none|600px|Bell holds an XM16E1 in a Vietnamese village.]]&lt;br /&gt;
&lt;br /&gt;
==XM177E1==&lt;br /&gt;
The [[XM177E1]], specifically the later model with a full fence lower, appears under the name &amp;quot;XM4&amp;quot;. It is depicted with a flat-topped receiver, with an anachronistic rear sight which is a hybrid between the Troy Battle Sight and Midway Industries Flip Up Sight, and the flash hider has been altered to resemble an A1. It also appears to have been based on a civilian model, as it has semi-auto only selector markings (Fire/Safe). The weapon is wrapped in slings with a portion tucked behind the bolt catch like the &amp;quot;Commando&amp;quot; from the first ''[[Call of Duty: Black Ops|Black Ops]]'', and has &amp;quot;This is my rifle&amp;quot; written on the ejection port's cover, a reference to the USMC's Rifleman's Creed. Equipping any stock customization removes the sling wrap.&lt;br /&gt;
&lt;br /&gt;
Mounting optics removes the front sight but keeps the gas block.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Black Tide&amp;quot; blueprint replaces the regular handguard with a carbine length M203 grenade launcher heat shield. It also appears to have PT boat style camouflage.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt 609-XM1771E1.jpg|thumb|none|450px|Colt Model 609 / XM177E1 - 5.56x45mm NATO. This is an earlier model with a partial fence lower.]]&lt;br /&gt;
[[File:Muzzle A1.jpg|thumb|none|350px|A1 &amp;quot;Birdcage&amp;quot; flash hider]]&lt;br /&gt;
[[File:BOCW-AR15-3.jpeg|thumb|none|600px|The XM177E1 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-AR15-1.jpg|thumb|none|600px|Woods dismounting from a Huey with his carbine.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International PM/AW Hybrid==&lt;br /&gt;
The &amp;quot;LW3 - Tundra&amp;quot; is a hybrid of the [[Accuracy International Arctic Warfare series#Accuracy International Precision Marksman|AI Precision Marksman]] and the [[Accuracy International Arctic Warfare series#Accuracy International Arctic Warfare|Arctic Warfare]], along with some visual alterations. It has a Precision Marksman-style stock, and lacks a finger cutout in the magwell like this model, but has the safety of an Arctic Warfare (incorrectly set to the rear position, which would lock the bolt and the trigger), as well as an adjustable cheek pad and a flash hider like the latter. Curiously enough, it also uses Picatinny rails like the AW, but with a PM-like scope mount and backup rear sight used on it.&lt;br /&gt;
[[File:L96A1G.jpg|thumb|none|450px|Accuracy International PM - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-AWHybrid-1.jpeg|thumb|none|600px|The hybrid Accuracy International rifle in the multiplayer loadout menu.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1M==&lt;br /&gt;
The [[Barrett M82A1M]] appears in the game as the &amp;quot;M82&amp;quot;. It is anachronistic.&lt;br /&gt;
[[File:Barrett M82A1M.jpg|thumb|none|450px|Barrett M82A1M - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700PSS==&lt;br /&gt;
The [[Remington 700PSS]] appears as the &amp;quot;Pelington 703&amp;quot;, complete with a permanently attached Harris bipod (which can be deployed by equipping the &amp;quot;Front Grip&amp;quot; or &amp;quot;Bipod&amp;quot; underbarrel attachments). Like the M40 and R700 rifles in ''[[Call of Duty 4: Modern Warfare]]'', it is reloaded with individual rounds. It is anachronistic for the game as it was designed in 1986 while the 80s segments of ''Black Ops Cold War'' take place in 1981-1985; the scope also mounts on an anachronistic rail. It also appears anachronistically in Bell's Vietnam War flashbacks where it is depicted as being used by the US troops, though it could stand in for a standard Remington 700.&lt;br /&gt;
[[File:RemingtonPSS700.jpg|thumb|none|450px|Remington 700PSS with Leupold Mark 4 scope and Harris bipod - .300 Win Mag]]&lt;br /&gt;
[[File:BOCW-M700-1.jpeg|thumb|none|600px|The Remington 700 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:CODBOCWWoodsSniper1.jpeg|thumb|none|600px|Woods holding the sniper rifle in a promotional image.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Garwood Industries M134G Minigun==&lt;br /&gt;
The [[M134 Minigun|Garwood Industries M134G Minigun]] can be found in man-portable form in the campaign. It also appears mounted on helicopters, including the &amp;quot;Chopper Gunner&amp;quot; scorestreak in multiplayer.&lt;br /&gt;
[[File:Early Garwood M134G.jpg|thumb|none|450px|Garwood Industries M134G, 4 flange barrel clamp - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW-Minigun-1.jpg|thumb|none|600px|The M134 at the far right, in both door and subsystem mounts. Note that ''Black Ops Cold War'' continues the ''Modern Warfare'' trend of fictionalizing its vehicles evident in the addition of backwards Pave Low style air intakes and overall stylized appearance of the faux Huey.]]&lt;br /&gt;
&lt;br /&gt;
==M60==&lt;br /&gt;
The [[M60 machine gun|M60]] is one of the machine guns in BOCW. It is the original model as opposed to the M60E3 featured in the past games. It is also seen in the key art for the game's beta.&lt;br /&gt;
[[File:M60GPMG.jpg|thumb|none|450px|M60 gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BOCW M60 Trailer.jpeg|thumb|none|600px|An M60 as seen in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] is featured in ''Black Ops Cold War'', with an incorrect disintegrating ammunition belt. The &amp;quot;Fast Mag&amp;quot; reload animation shows the RPD reload in a unique manner by having the new belt pulled through the closed top cover, whereas the default reload involves using the feed tray cover.&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:BOCW-RPD-2.jpeg|thumb|none|600px|The RPD in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-RPD-1.jpg|thumb|none|600px|A couple of operatives brandish RPDs during a breaching sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Stoner 63A==&lt;br /&gt;
The [[Stoner 63A]] is available in the game. Its in-game configuration primarily matches the Commando configuration, feeding from the right and featuring a bottom cocking handle, though it has a long barrel generally associated with the LMG configuration.&lt;br /&gt;
[[File:Stoner 63A Commando Right Feed.jpg|thumb|none|450px|Stoner 63A, Commando configuration (Mark 23 Mod 0) - 5.56x45mm]]&lt;br /&gt;
[[File:Stoner 63 LMG.jpg|thumb|none|450px|Stoner 63, light machine gun configuration (XM207) - 5.56x45mm]]&lt;br /&gt;
[[File:BOCW-Stoner63-2.jpeg|thumb|none|600px|The Stoner 63 in the multiplayer loadout menu.]]&lt;br /&gt;
[[File:BOCW-Stoner63-1.jpg|thumb|none|600px|The player character wielding a Stoner 63 fitted with a &amp;quot;Sillix Holoscout&amp;quot; in Angola.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FIM-43 Redeye==&lt;br /&gt;
The [[FIM-43 Redeye]] appears under the name &amp;quot;Cigma 2&amp;quot;.&lt;br /&gt;
[[File:FIM-43 Redeye display.jpg|thumb|none|450px|Dummy FIM-43 Redeye Block I/II with sling - 70mm]]&lt;br /&gt;
&lt;br /&gt;
==Hawk MM1 grenade launcher==&lt;br /&gt;
The [[Hawk MM1 grenade launcher]] appears as the &amp;quot;War Machine&amp;quot; scorestreak.&lt;br /&gt;
[[File:MM1.jpg|thumb|none|400px|Hawk MM1 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:BOCW MM-1 Beta.jpg|thumb|none|600px|The MM1 as seen in the beta.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] is one of the launchers in the game.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is one of the launchers in BOCW.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is seen in the key art for the game's beta.&lt;br /&gt;
[[file:MK2 grenade DoD.jpg|thumb|150px|none|Mk 2 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==MK3A2 offensive hand grenade==&lt;br /&gt;
The [[MK3 offensive hand grenade|MK3A2]] concussion grenade appears as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:MK3A2.jpg|thumb|none|150px|MK3A2 offensive hand grenade]]&lt;br /&gt;
[[File:BOCW Mk3A2.jpg|thumb|none|600px|The MK3A2 as seen in the loadout section.]]&lt;br /&gt;
&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
What appears to be an [[M26 hand grenade]] is carried by Woods in promotional media. It is also seen in key art for the game's beta.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
[[File:M18yellow actual.jpg|thumb|none|150px|M18 smoke grenade, yellow]]&lt;br /&gt;
[[File:BOCW-M18-Smoke-1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M34 White Phosphorous grenade==&lt;br /&gt;
The [[M34 White Phosphorous grenade]] appears as the &amp;quot;Smoke Grenade&amp;quot;.&lt;br /&gt;
[[File:M34 2-1-.jpg|thumb|none|150px|M34 White Phosphorous grenade.]]&lt;br /&gt;
[[File:BOCW M34 WP.jpg|thumb|none|600px|The &amp;quot;Smoke Grenade&amp;quot; in the loadout.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears as the &amp;quot;Frag&amp;quot;. It is also depicted on the &amp;quot;Quartermaster&amp;quot; perk.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 fragmentation grenade.]]&lt;br /&gt;
[[File:BOCW M67.jpg|thumb|none|600px|A M67 frag grenade in the &amp;quot;Lethal&amp;quot; equipment section.]]&lt;br /&gt;
&lt;br /&gt;
==M83/AN/M8 HC smoke grenade==&lt;br /&gt;
Either an anachronistic M83 or period-appropriate AN/M8 HC smoke grenade is carried by an unknown US soldier in the reveal trailer.&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
An [[M84 stun grenade]] is carried by Woods in promotional media and is seen in the multiplayer reveal trailer. It is anachronistic as it was used from 1995 in reality.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:BOCW M1911 trailer silencer.jpg|thumb|none|600px|M84 stun grenades seen in the arsenal of a Perseus team in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on the harness of multiplayer operators Portnova and Garcia.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|Garcia's character model on the beta's main multiplayer screen.]]&lt;br /&gt;
&lt;br /&gt;
==RG-42==&lt;br /&gt;
Also seen hanging on Garcia's belt is an [[RG-42 hand grenade]].&lt;br /&gt;
[[File:RG-42 HG.jpg|thumb|none|160px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:BOCW Garcia grenades.jpg|thumb|none|600px|The RG-42 is just barely visible on Garcia's belt, by his left hip.]]&lt;br /&gt;
&lt;br /&gt;
==TM-46 anti-tank mine==&lt;br /&gt;
A cosmetically modified [[TM-46 anti-tank mine]] appears as the &amp;quot;proximity mine&amp;quot;.&lt;br /&gt;
[[File:Tm-46.jpg|thumb|none|450px|TM-46 anti-tank mine]]&lt;br /&gt;
&lt;br /&gt;
==MK 13 flashbang==&lt;br /&gt;
MK 13 flashbang grenades are carried by multiplayer operators Adler and Song and by US troops in cutscenes. Most likely anachronistic.&lt;br /&gt;
[[File:BOCW Adler M18.jpg|thumb|none|600px|Adler with an MK 13 flashbang on his belt.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
[[Browning M2HB]]s are mounted on M1 Abrams tanks.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BOCW-M2HB1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BOCW-M2HB2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==DSHK==&lt;br /&gt;
A [[DShK Heavy Machine Gun]] appears to be mounted gunboats, tanks and bunkers in multiplayer and also on the Slava class and inappropriately the Ticonderoga class cruisers on the map Armada.&lt;br /&gt;
[[File:DShK HMG.jpg|thumb|none|450px|DShKM - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M61 Vulcan==&lt;br /&gt;
F-14A Tomcats, armed with [[M61 Vulcan]] cannons, are seen taking off from a Nimitz-class carrier in the reveal trailer. The carrier also sports Vulcan cannons in CIWS installations.&lt;br /&gt;
[[File:M61vulcan.jpg|thumb|none|450px|GE M61 Vulcan Cannon - 20x102mm]]&lt;br /&gt;
[[File:Phalanx.jpg|thumb|none|400px|Phalanx Block 1 CIWS - 20x102mm]]&lt;br /&gt;
[[File:BOCW Nimitz Carrier.jpg|thumb|none|600px|A Tomcat launching into the danger zone from the supercarrier, with CIWS visible on both sides of the bow.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
Three unusable [[Glock 18]] pistols can be seen hanging on a wall on the multiplayer map &amp;quot;Checkmate&amp;quot;. Its appearance is anachronistic as the map takes place in January 1985 and the Glock 18 was produced in 1986.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|300px|Glock 18C (3rd Generation) - 9x19mm.]]&lt;br /&gt;
[[File:BOCW-Glock.jpg|thumb|none|600px|The pistol in a highly unlikely place to be found, an east German training facility.]]&lt;br /&gt;
&lt;br /&gt;
==M40 Recoilless Rifle==&lt;br /&gt;
The [[M40 Recoilless Rifle]] is seen on jeeps inside Camp Haskins.&lt;br /&gt;
[[File:M40 Type 73 jeep mount.jpg|thumb|none|400px|M40 Recoilless Rifle (Licensed in Japan as the Type 60) mounted on Type 73 Kyu jeep - 106mm Rocket]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The Panzerkampfwagen VI Ausf. B Tiger II &amp;quot;Königstiger&amp;quot; heavy tank on the &amp;quot;Die Maschine&amp;quot; zombie map has a hull-mounted [[MG34]].&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Yakushev-Borzov Yak-B==&lt;br /&gt;
A [[Yakushev-Borzov Yak-B]] is seen mounted on a Hind in Ukraine.&lt;br /&gt;
[[File:Mil Mi-24D Yak-B closeup.jpg|thumb|none|400px|Closeup of Yakushev-Borzov Yak-B mounted on Mi-24 Hind-D - 12.7x108mm]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==M114 155 mm howitzer==&lt;br /&gt;
The &amp;quot;Artillery&amp;quot; scorestreak consists of a barrage from M114 155 mm howitzers.&lt;br /&gt;
&lt;br /&gt;
==Recurve Bow==&lt;br /&gt;
A recurve bow which appears to be based on Rambo's bows appears in the campaign and as a killstreak in multiplayer.&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1374245</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1374245"/>
		<updated>2020-10-09T11:00:58Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* &amp;quot;SC3000K&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Official Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's Rainbow Six Siege''''' is a tactical first person shooter available on the PlayStation 4, Xbox One and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
Players play as &amp;quot;Operators&amp;quot;, a roster of characters divided between Attackers and Defenders, with each Operator coming from one counter-terrorist unit background. Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Operators of a CTU generally share their sidearm options and their shotgun option. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.&lt;br /&gt;
&lt;br /&gt;
Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. With one exception, all weapons from any of the five base game CTU's &amp;quot;side&amp;quot; are available to them (e.g. a GSG-9 Defender recruit can use either the MP7 or the HK416C, despite each being otherwise exclusive to one of their two Defender operators). Recruit weapons cannot be customized.&lt;br /&gt;
&lt;br /&gt;
The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.&lt;br /&gt;
&lt;br /&gt;
Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in the game have &amp;quot;charm mounts&amp;quot; to which keychain-like charms can be attached, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
Notably, third person weapon animations are completely identical to their first person counterparts. Ejected fired rounds and dropped magazines are physical objects that bounce against surfaces, and can be seen in both first and third person.&lt;br /&gt;
&lt;br /&gt;
For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is issued to the FBI SWAT faction, and is also available to Jaeger Corps operator Nøkk added in Year 4 Season 2 Operation Phantom Sight. It appears as the &amp;quot;5.7 USG&amp;quot;. The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - 5.7×28mm FN. 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;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|Menu model of the Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|First-person view of the weapon.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|Inserting a new mag into the empty pistol.]]&lt;br /&gt;
[[File:RSS Five-seveN (1).jpg|thumb|none|600px|Pullling the slide to rechamber the Five-seveN.]]&lt;br /&gt;
[[File:RainbowSix Siege FN Five-seveN s5e3.jpg|thumb|none|600px|Operative Zero's special Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is a high capacity, 9x19mm handgun used by the GIGN Operators and the reworked Recruit defender. It is referred to as the &amp;quot;P9&amp;quot;. Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The FNP-9 in the hands of the GIGN operator Twitch.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|Reloading the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18 Sport==&lt;br /&gt;
The [[GSh-18]] is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.&lt;br /&gt;
[[File:GSh-18 Sport.jpg|thumb|none|350px|GSh-18 Sport - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 Sport in the early customization menu.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|Spetsnaz operator Fuze holds the GSh-18 on a bullet-ridden armored car.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|Aiming the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[file:RSS GSh-18 (1).jpg|thumb|none|600px|Racking the slide, similar to the FN Five-seveN.]]&lt;br /&gt;
[[file:RSS GSh-18 (2).jpg|thumb|none|600px|Testing a mattress with the GSh-18.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]], used by the German GSG-9 operatives, reworked Recruits, and NIGHTHAVEN operator Wamai. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45 ACP USP Tactical that is used as the P12 in reality; only 10- or 12-round magazines exist for it.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP Tactical in the hands of GSG-9 operator Blitz.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|Reloading the USP.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is the other sidearm available to the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot; and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg|thumb|600px|none|M45/MEU(SOC) in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|FBI operative Ash models the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|Aiming down the Novak night sights.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|Reloading a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|Inserting another mag into the empty M45.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though referred to as the improved PMM, the in-game pistol is actually the older [[Makarov PM]], and is issued to the Russian Spetsnaz. &lt;br /&gt;
Likely due to balancing, the weapon is ''obscenely'' powerful, its currently the most powerful sidearm in the game, short of magnum handguns like the S&amp;amp;W 586 and the SEALs' Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|An actual 12-round Makarov PMM for comparison - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The Makarov PM in the hands of Fuze.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|Reloading. The animation is very fast, making up for the low magazine size.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|Dry reloading the Makarov.]]&lt;br /&gt;
[[file:RSS PM (1).jpg|thumb|none|600px|Using a shiny Makarov to remove some barbed wire.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The SAS operators use the [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] as their default handgun of choice. The choice of this particular model for the SAS is odd, as the military of the UK uses regular P226/P226R pistols under the &amp;quot;L105A1/A2&amp;quot; designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational counter-terrorist group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|A recruit holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|Iron sights of the P226.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The base game's lone revolver, the [[Smith &amp;amp; Wesson Model 586]] is available to the French GIGN. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard. &lt;br /&gt;
&lt;br /&gt;
Oddly, the revolver has different empty and non-empty reload animations; on a non-empty reload, the user will press the cylinder release with their right thumb and push the cylinder with their left hand from the right side, whereas on an empty reload, they will press the cylinder relase with their left thumb.&lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The S&amp;amp;W 586 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|Aiming the Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|Hitting the revolver's ejector rod.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|Loading six rounds with the aid of a speed-loader.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a &amp;quot;Trust Exercise&amp;quot;, which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype &amp;quot;Rhino&amp;quot; armor plates.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 operators Buck and Frost and REU operator Iana. It appears under the strange name &amp;quot;MK1 9mm&amp;quot;. The version used by Iana features custom grips.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|Inglis Hi-Power in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The classically absurd [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion, and is also used by the Jaeger Corps operator Nøkk added in the Operation Phantom Sight expansion. Contrary to popular belief, the Desert Eagle has been issued to military forces. The Polish GROM (which appears in the game) as well as the Portuguese Special Operations Group both use the Desert Eagle. It appears as the &amp;quot;D-50&amp;quot;, similar to its name in other Ubisoft releases around the same time like ''[[Far Cry 3]]''. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|Old menu model of the Desert Eagle.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|Current model of the weapon.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express, before finishing off with a tap of the slide release. Unlike the SEALs, Nøkk has a more subdued and simple pull-magazine-out-put-magazine-in empty reload animation, and finishes off the animation with a rack of the slide instead of using the slide release.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Melee.jpg|thumb|none|600px|The melee animation of the current Desert Eagle model, note the new color of the iron sights.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the red &amp;amp; yellow irons.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be vintage [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. It also has the wider cocking serrations on the slide from the newer PT92 models.&lt;br /&gt;
&lt;br /&gt;
On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal ''more'' damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame). The magazine size of the Luison is also nerfed compared to the standard PRB92, at 12 instead of 15 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm]]&lt;br /&gt;
[[Image:TaurusPT92AFEarlyFlipSide.jpg|thumb|none|350px|Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|The &amp;quot;PRB92&amp;quot; in the weapon inspect screen. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta 92 in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion, and also the Mexican FES operator Goyo from the Operation Ember Rise expansion. It appears as simply the &amp;quot;P229&amp;quot;. What appears to be a SIG-Sauer P229 is seen on the &amp;quot;Custom Game&amp;quot; icon.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in the weapon inspection screen. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the P229 Elite.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
[[File:Rainbowsix Custom game.jpg|thumb|none|600px|P229 on the &amp;quot;Custom Game&amp;quot; icon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by Spanish GEO operators Jackal and Mira and GIGR operator Oryx. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 Compact in the weapon inspection screen. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance. Oryx's USP40 has a different dark green default finish.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in the weapon inspection screen. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (1).jpg|thumb|none|600px|SDU operative Lesion skulks around outside with his QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (2).jpg|thumb|none|600px|Aiming at a hostile ice cream truck.]]&lt;br /&gt;
[[File:RSS QSZ-92 (3).jpg|thumb|none|600px|Ying reloads her QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:RSS QSZ-92 (5).jpg|thumb|none|600px|Lesion whips a heroin packet with his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish [[PR-15 Ragun]] was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the following season), and Inkaba Task Force (a fictional anti-poaching unit seemingly inspired by the real-world Black Mambas APU) operator Melusi. It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a [[SIG-Sauer P228]] with a red-dot sight.&lt;br /&gt;
[[File:ragunpistol.jpg|thumb|350px|none|PR-15 Ragun - 9x19mm]]&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in the weapon inspection screen. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.]]&lt;br /&gt;
[[File:RSS PR-15 (1).jpg|thumb|none|600px|Ela looks down a corridor with the PR-15 Ragun.]]&lt;br /&gt;
[[File:RSS PR-15 (2).jpg|thumb|none|600px|Aiming down the ROMEO1 red dot sight.]]&lt;br /&gt;
[[File:RSS PR15 (3).jpg|thumb|none|600px|Reloading the PR-15 Ragun. Note the unusually large slide serrations.]]&lt;br /&gt;
[[File:RSS PR-15 (4).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:RSS PR-15 (5).jpg|thumb|none|600px|Meleeing with the PR-15.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the &amp;quot;C75 Auto&amp;quot;, and is used by the 707th Special Mission Battalion operators Dokkaebi and Vigil, NIGHTHAVEN operator Kali, and reworked Recruits. It is classified as Machine Pistol in-game.&lt;br /&gt;
&lt;br /&gt;
The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[File:R6S-c75auto.jpg|thumb|600px|none|CZ 75 Automatic in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS CZ75 (1).jpg|thumb|none|600px|Vigil points his CZ 75 Automatic at a suspect pantry.]]&lt;br /&gt;
[[File:RSS CZ75 (2).jpg|thumb|none|600px|Aiming down the sights; the pistol is held quite a bit closer than most other pistols, likely to reduce the field of view as a balancing measure. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in [[Call of Duty: Ghosts]].]]&lt;br /&gt;
[[File:RSS CZ75 (3).jpg|thumb|none|600px|Reloading in the presence of a Buddha.]]&lt;br /&gt;
[[File:RSS CZ75 (4).jpg|thumb|none|600px|Rechambering the CZ.]]&lt;br /&gt;
[[File:RSS CZ75 (5).jpg|thumb|none|600px|Melee-ing. The slide is locked back in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus 4510PLYFS]] is a sidearm option for Italian GIS Operators Maestro and Alibi and GIGR operator Oryx. It is a .410 shotgun revolver that holds 5 rounds. In ''Siege'', it is called the &amp;quot;Bailiff 410&amp;quot; and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.&lt;br /&gt;
[[File:Taurus 4510Plyfs.jpg|thumb|350px|none|Taurus 4510PLYFS - .410 Bore]]&lt;br /&gt;
[[File:R6S Judge.jpg|thumb|none|600px|The &amp;quot;Bailiff 410&amp;quot; in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.]]&lt;br /&gt;
[[File:R6S Judge Idle.jpg|thumb|none|600px|The Taurus 4510PLYFS in game.]]&lt;br /&gt;
[[File:R6S Judge Sights.jpg|thumb|none|600px|Aiming with the mini-reflex sight.]]&lt;br /&gt;
[[File:R6S Judge Reload 1.jpg|thumb|none|600px|Ejecting the spent .410 shells.]]&lt;br /&gt;
[[File:R6S Judge Reload 2.jpg|thumb|none|600px|Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, [[Half-Life 2|Gordon Freeman]]-style.]]&lt;br /&gt;
[[File:R6S Judge Melee.jpg|thumb|none|600px|Punching a table.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]], referred to in-game as the &amp;quot;KERATOS .357&amp;quot; (&amp;quot;keratos&amp;quot; being Greek for &amp;quot;horn&amp;quot;), was added in Operation Para Bellum, and can be used by GIS operators Alibi and Maestro, and NIGHTHAVEN operator Wamai. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the [[Nagant M1895]], revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the [[Taurus 4510PLYFS]] and the [[Smith &amp;amp; Wesson Model 586]], are both correctly shown as being unable to use a suppressor.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|350px|none|Chiappa Rhino 40DS  (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:R6S-Rhino-1.jpg|thumb|none|600px|The Chiappa Rhino in the main menu. The markings read &amp;quot;.357 MAGNUM cal.&amp;quot; on the first line, &amp;quot;Made in Italy&amp;quot; on the second, and &amp;quot;76481&amp;quot; (presumably a serial number) on the third.]]&lt;br /&gt;
[[File:R6S-Rhino-2.jpg|thumb|none|600px|Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.]]&lt;br /&gt;
[[File:R6s-rhino-3.jpg|thumb|none|600px|Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.]]&lt;br /&gt;
[[File:R6s-rhino-4.jpg|thumb|none|600px|Ejecting a set of spent cases from the cylinder...]]&lt;br /&gt;
[[File:R6s-rhino-5.jpg|thumb|none|600px|...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&amp;amp;W Model 586 reload animation.]]&lt;br /&gt;
[[File:R6s-rhino-6.jpg|thumb|none|600px|Pistol-whipping a table with the Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 1911 TACOPS==&lt;br /&gt;
The [[SIG-Sauer 1911|SIG-Sauer 1911 TACOPS]] is the sidearm of Delta Force and GSUTR (&amp;quot;Grim Sky Urban Tactical Response Team&amp;quot;, the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-Sauer 1911 TACOPS.jpg|thumb|350px|none|SIG-Sauer 1911 TACOPS - .45 ACP]]&lt;br /&gt;
[[File:R6S-1911tacops.jpg|thumb|600px|none|The 1911 TACOPS in the weapon inspection screen. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.]]&lt;br /&gt;
[[FIle:1911tac1.jpg|thumb|600px|none|Maverick holding his 1911 TACOPS.]]&lt;br /&gt;
[[File:1911tacops2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:1911tacops3.jpg|thumb|600px|none|Removing the old magazine.]]&lt;br /&gt;
[[File:1911tacops4.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:1911tacops5.jpg|thumb|600px|none|Empty reload, removing the empty magazine.]]&lt;br /&gt;
[[File:1911tacops6.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[FIle:1911tacops7.jpg|thumb|600px|none|Flicking the slide release to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-10 C==&lt;br /&gt;
The [[CZ P-10 C]] is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky, as well as Secret Service operator Warden added in Y4S2 Operation Phantom Sight. It features a permanently-attached SIG ROMEO1 red dot sight like the [[PR-15 Ragun]], and a blue flat-faced HB Industries aftermarket trigger.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz P-10 C OR.jpg|thumb|350px|none|CZ P-10 C with Trijicon RMR sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-p10c.jpg|thumb|600px|none|The P-10 C in the weapon inspection screen.]]&lt;br /&gt;
[[File:Clash1.jpg|thumb|600px|none|Clash holding her P-10 C.]]&lt;br /&gt;
[[File:Clash2.jpg|thumb|600px|none|Aiming through the affixed red-dot sight.]]&lt;br /&gt;
[[File:Clash7.jpg|thumb|600px|none|Removing a partly-empty magazine.]]&lt;br /&gt;
[[File:Clash3.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:Clash4.jpg|thumb|600px|none|The pistol's empty reload animation; Clash drops the mag out of her P-10 C...]]&lt;br /&gt;
[[File:Clash5.jpg|thumb|600px|none|...inserts a fresh one...]]&lt;br /&gt;
[[File:Clash6.jpg|thumb|600px|none|...and finishes by sling-shotting the slide to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag==&lt;br /&gt;
The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an [[AMC Auto Mag]] as their sole sidearm option. It goes by the rather generic moniker &amp;quot;.44 Mag Semi-Auto&amp;quot; in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.&lt;br /&gt;
&lt;br /&gt;
The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous [[Desert Eagle Mark XIX]]), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.&lt;br /&gt;
&lt;br /&gt;
[[File:Automag.jpg|thumb|none|350px|High-Standard-manufactured Auto Mag - .44 AMP]]&lt;br /&gt;
[[File:R6S_wpn_.44_Mag_Semi-Auto.jpg|thumb|600px|none|The Auto Mag in the inspection screen. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.]]&lt;br /&gt;
[[FIle:Automagr6s1.jpg|thumb|600px|none|Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.]]&lt;br /&gt;
[[File:Automagr6s2.jpg|thumb|600px|none|The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.]]&lt;br /&gt;
[[File:Automag3.jpg|thumb|600px|none|Removing an empty magazine, with one round in the chamber.]]&lt;br /&gt;
[[File:Automagr6s4.jpg|thumb|600px|none|When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.]]&lt;br /&gt;
[[File:Automagr6s5..jpg|thumb|600px|none|Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.]]&lt;br /&gt;
[[File:Automagr6s 6.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6sautomag7.jpg|thumb|600px|none|Giving the bolt a quick tug to send it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-09 in CAA Tactical RONI-G2==&lt;br /&gt;
Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the &amp;quot;P10 RONI&amp;quot; as a primary weapon option under the submachine gun category; despite having &amp;quot;P10&amp;quot; in the name, it is actually a [[CZ P-09]], converted to full-auto and somehow mounted into a [[CAA Tactical RONI|CAA Tactical RONI-G2]] carbine conversion kit meant for [[Glock]] pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It is fitted with Magpul MBUS Gen 2 sights and can be equipped with Battlecomp 2.0 flash hider. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.&lt;br /&gt;
[[File:Roni P9.jpg|thumb|none|450px|CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.]]&lt;br /&gt;
[[File:CAA RONI G2.jpg|thumb|none|450px|Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie P10 RONI.jpg|thumb|600px|none|Render of the &amp;quot;P10 RONI&amp;quot; from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI AngGrip.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Angled Grip attachment.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI VertGrip Holo.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Holographic Sight and Vertical Grip attachments.]]&lt;br /&gt;
[[File:R6sroni1.jpg|thumb|600px|none|The P10 Roni in game.]]&lt;br /&gt;
[[File:R6sroni2.jpg|thumb|600px|none|Aiming down the MBUS Gen 2 sights.]]&lt;br /&gt;
[[File:R6sroni3.jpg|thumb|600px|none|Removing magazine before its empty.]]&lt;br /&gt;
[[File:R6sroni4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6sroni5.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6sroni6.jpg|thumb|600px|none|Inserting fresh magazine.]]&lt;br /&gt;
[[File:R6sroni7.jpg|thumb|600px|none|Charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx SDP Compact Duty==&lt;br /&gt;
The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the [[Sphinx 3000|Sphinx SDP Compact Duty]] with a &amp;quot;Krypton&amp;quot; (OD green) frame, going by the name &amp;quot;SDP 9mm&amp;quot; in-game.&lt;br /&gt;
[[File:Sphinx SDP Compact Duty Black.jpg|thumb|none|350px|Sphinx SDP Compact Duty - 9x19mm]]&lt;br /&gt;
[[File:R6S_wpn_SDP_9mm.jpg|thumb|600px|none|The SDP in the inspection screen.]]&lt;br /&gt;
[[File:Sdp1.jpg|thumb|600px|none|Holding the SDP.]]&lt;br /&gt;
[[File:SDP2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:Sdp3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|450px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The P90 TR in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN operators Doc and Rook, and the (unofficial) GIGR operator Oryx. It appears as the &amp;quot;MP5&amp;quot;. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|Holding the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|Aiming down the stock ironsights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|Thumbing the bolt, a rather downplayed variation on the HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game. Its used by SAS operator Mute, NIGHTHAVEN operator Wamai, and the updated Defender Recruit. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|450px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The MP5K-PDW in the hands of a SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|About to push the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defender Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead. A special  version was added in Year 5 Season 3 Operation Shadow Legacy, available to operative [[:Category:Tom_Clancy#Splinter Cell|Zero]].&lt;br /&gt;
&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in the weapon inspection screen (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|In-game view of the pre-&amp;quot;Black Ice&amp;quot; MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming through the MP7's iron sights. Similar to [[Medal_of_Honor:_Warfighter#Heckler_.26_Koch_MP7A1|Medal of Honor: Warfighter]], the sights are in the raised position.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:RainbowSix Siege HK MP7 s5e3.jpg|thumb|none|600px|Operative Zero's special MP7.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in ''[[Far Cry 3]]'' and ''[[Far Cry 4]]''. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|The Heckler &amp;amp; Koch UMP45 in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|First-person view of the UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|Cocking the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|450px|PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
A [[MAC-10]] with the upper receiver of a MasterPiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in ''[[Watch_Dogs]]''. The shape of the ejection port denotes it as the .45 ACP version. It is one of the few secondary SMGs available, and is used by all SAS members except Thatcher, as well as Peruvian Operator Amaru. The Recruit defender can also use the MAC-10.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.&lt;br /&gt;
[[File:MPA10SST-2.jpg|thumb|none|350px|MasterPiece Arms MPA10SST with safety extension - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in the inspection screen; note the stock similar to a [[Micro Uzi]]'s.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The MPA modified MAC-10 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG-12&amp;quot;===&lt;br /&gt;
The &amp;quot;SMG-12&amp;quot; is a sidearm available to the Korean 707th SMB Operators and US Secret Service Operator Warden. It appears to be a further development of the SAS's &amp;quot;SMG-11&amp;quot;. It appears to have the general receiver design of the MasterPiece Arms MPA935SST, the trigger guard of the MasterPiece Arms MPA930DMG, a wire stock, and a large KeyMod foreend with rail bits. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch. &lt;br /&gt;
&lt;br /&gt;
While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Mpa935SST.jpg|thumb|none|350px|MasterPiece Arms MPA935SST - 9x19mm]]&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[File:R6S-smg12.jpg|thumb|600px|none|The &amp;quot;SMG-12&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS MPA (1).jpg|thumb|none|600px|Dokkaebi rappels off a tower in Seoul, &amp;quot;SMG-12&amp;quot; in hand.]]&lt;br /&gt;
[[File:RSS MPA (2).jpg|thumb|none|600px|Aiming down the sights while in an elevator shaft.]]&lt;br /&gt;
[[File:RSS MPA (3).jpg|thumb|none|600px|Opening the bolt of the &amp;quot;SMG-12&amp;quot;.]]&lt;br /&gt;
[[File:RSS MPA (4).jpg|thumb|none|600px|Inserting a new MPA-style MAC-10 magazine. Warden's SMG-12 reload animation is similar to the basic animation, just with a bit more flair.]]&lt;br /&gt;
[[File:RSS MPA (5).jpg|thumb|none|600px|The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is used by SAS operator Smoke and the SAS Defender Recruit. It has also recently been available to Jaeger Corps operator Nøkk who is on the attacker's side, making it the second available primary SMG available to attackers, after Jackal's UDP-9.&lt;br /&gt;
&lt;br /&gt;
The weapon performs similarly to the MP5-K, but with worse damage drop-off at range. A strange fact when you consider that the FMG-9 has a longer barrel than the MP5K.&lt;br /&gt;
&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|450px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player character holding a Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|Thumbing the internal slide release.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost. The in-game weapon seems to be modeled after the MGC replica for the C1, and includes its unique round front sight.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).&lt;br /&gt;
&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|450px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:MGC Sterling.jpg|thumb|none|450px|MGC Sterling]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|The C1 in the customization screen.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL operator Valkyrie and the Secret Service operator Warden, simply referred to in-game as the &amp;quot;MPX&amp;quot;. It is a cross between the prototype version and the Gen 1 model, as it has the left-side receiver components of the former, but with the right-side receiver components, 8&amp;quot; barrel, and telescoping stock of the latter.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|450px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX, Gen 1 - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
[[File:RSS MPX (1).jpg|thumb|none|600px|With determination, Warden outdoes Valkyrie with his MPX manual-of-arms. Note how the safety and the upper part of the magwell are those of an MPX prototype, in contrast to the right side shown below.]]&lt;br /&gt;
[[File:RSS MPX (2).jpg|thumb|none|600px|Neither one of them has quite figured out how to use the bolt release paddle though. As an additional trivia, Warden has unique sprint animations for all of his weapons, different from the standard gun to the side sprint animation. For most weapons, including the MPX, he sprints with the gun in one hand, pointed upwards. For his other primary, the M590A1, he sprints with the gun sideways and tilted. Here we can see the ejection port, mag release and ambidextrous bolt catch of an MPX Gen 1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a long carbine-length barrel.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo. It is referred to as the &amp;quot;MP5SD&amp;quot;. The weapon performs similarly like the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.&lt;br /&gt;
[[Image:MP5SD2.jpg|thumb|none|451px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|MP5SD in the weapon inspection screen. Note the original SEF trigger group indicating the model being MP5SD2. A KAC M4 RIS is also attached by steel hose clamps to the handguard.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking a high tech display of some Tokyo towers.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Iron sights of the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, same as the other faction's MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Fresh magazine loaded...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and the aftermath of a gentle HK-slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|450px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in the weapon inspection screen. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO operator Jackal, initially the only primary SMG available to the attacking side until the introduction of Nøkk who is armed with an FMG-9. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.&lt;br /&gt;
&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|450px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round. Note that the bolt is static though, and doesn't move.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A Gen I / Gen II hybrid [[KRISS Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot; (the same name it goes by in the ''Far Cry'' games), and is available to GEO operator Mira and Mexican Fuerzas Especiales operator Goyo. It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in the weapon inspection screen. Note the Magpul UBR stock mounted via an M4 stock adaptor, and the magazine assist. The weapon has a Gen I magwell, trigger, and opening above the barrel for a SureFire weaponlight, but a Gen II pistol grip. The setting of the safety lever at the rear is also similar to that of a Gen II Vector, and is incorrectly in the safe position.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;V308&amp;quot;===&lt;br /&gt;
A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell and is more correctly proportioned. It is referred to as the &amp;quot;V308&amp;quot;.&lt;br /&gt;
[[File:R6S-v308.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in the weapon inspection screen. The safety of this version is more akin to a Gen I Vector, and is correctly set to the fire position.]]&lt;br /&gt;
[[File:R6S V308 2.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in game being held by Lion.]]&lt;br /&gt;
[[File:R6S V308 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S V308 4.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S V308 5.jpg|thumb|600px|none|Inserting a fresh 50 round drum.]]&lt;br /&gt;
[[File:R6S V308 6.jpg|thumb|600px|none|Lion moves to hit the bolt release with the palm of his hand.]]&lt;br /&gt;
[[File:R6S V308 7.jpg|thumb|600px|none|Hitting the ground with the Magpul stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe CS/LS2==&lt;br /&gt;
The [[QCW-05#Jianshe CS/LS2|Jianshe CS/LS2]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;, and like several other open bolt guns is depicted with an incorrect closed bolt operation in ''Siege''.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|450px|Jianshe CS/LS2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jianshe CS/LS2 in the weapon inspection screen. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads &amp;quot;Warning: Read Operating Manual before Use&amp;quot;]]&lt;br /&gt;
[[File:RSS JS-9 (1).jpg|thumb|none|600px|Lesion looks at a wall with his CS/LS2.]]&lt;br /&gt;
[[File:RSS JS-9 (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS JS-9 (3).jpg|thumb|none|600px|Tossing out a spent magazine.]]&lt;br /&gt;
[[File:RSS JS-9 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS JS9 (5).jpg|thumb|none|600px|Bashing with the CS/LS2. Note the spent magazine on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1.  It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
[[File:RSS Scorpion (1).jpg|thumb|none|600px|The Evo 3 S1 Carbine in idle.]]&lt;br /&gt;
[[File:RSS Scorpion (2).jpg|thumb|none|600px|Aiming the Scorpion.]]&lt;br /&gt;
[[File:RSS Scorpion (3).jpg|thumb|none|600px|Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.]]&lt;br /&gt;
[[File:RSS Scorpion (4).jpg|thumb|none|600px|On empty reloads, Ela locks the charging handle back...]]&lt;br /&gt;
[[File:RSS Scorpion (5).jpg|thumb|none|600px|...changes magazines...]]&lt;br /&gt;
[[File:RSS Scorpion (6).jpg|thumb|none|600px|And drives it home with more thorough HK-slap than the gentle tap seen on the [[MP5]] variants.]]&lt;br /&gt;
[[File:RSS Scorpion (7).jpg|thumb|none|600px|Meleeing with the Scorpion Evo 3.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|450px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:R6S Mx4 Storm.jpg|thumb|none|600px|The Mx4 in the inspection screen. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Idle.jpg|thumb|none|600px|The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Sights.jpg|thumb|none|600px|The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 1.jpg|thumb|none|600px|Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 2.jpg|thumb|none|600px|Sending the bolt into battery with a quick flick of the bolt release.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Melee.jpg|thumb|none|600px|The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] is one of the sidearms available to SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky and NIGHTHAVEN operator Kali. It is referred to as the &amp;quot;SPSMG9&amp;quot;, uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.&lt;br /&gt;
[[Image:BuT MP9N.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-spsmg9.jpg|thumb|600px|none|Brügger &amp;amp; Thomet MP9 in the weapon inspection screen. The suppressor model uses the correct proprietary B&amp;amp;T version and the &amp;quot;flash hider&amp;quot; uses the classic TMP muzzle device.]]&lt;br /&gt;
[[FIle:Spsmg.jpg|thumb|600px|none|Clash holding her SPSMG9.]]&lt;br /&gt;
[[File:Spsmg 2.jpg|thumb|600px|none|Aiming downsights.]]&lt;br /&gt;
[[FIle:Spsmg 4.jpg|thumb|600px|none|Mid-reload.]]&lt;br /&gt;
[[File:SPSMG 3.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Spsmg5.jpg|thumb|600px|none|Empty-reload.]]&lt;br /&gt;
[[File:Spsmg 6.jpg|thumb|600px|none|Inserting a new mag from empty.]]&lt;br /&gt;
[[File:Spsmg 7.jpg|thumb|600px|none|Pulling the charging handle back to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the &amp;quot;AUG A3&amp;quot;. It bizarrely has a capacity of 31 + 1.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_kaid_AUG_A3.jpg|thumb|600px|none|An officially-released render of the &amp;quot;AUG A3&amp;quot; from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.]]&lt;br /&gt;
[[File:R6S_wpn_AUG_A3.jpg|thumb|600px|none|The AUG A3 9mm XS in the inspection screen; this menu was updated with the release of Operation Wind Bastion.]]&lt;br /&gt;
[[File:Auga31.jpg|thumb|600px|none|The AUG A3 in the hands of Kaid.]]&lt;br /&gt;
[[File:Auga32.jpg|thumb|600px|none|Aiming down the submachine gun's sights.]]&lt;br /&gt;
[[File:Auga33.jpg|thumb|600px|none|Removing a dry magazine...]]&lt;br /&gt;
[[File:Auga34.jpg|thumb|600px|none|...inserting a fresh one...]]&lt;br /&gt;
[[File:Auga36.jpg|thumb|600px|none|...and finishing a reload by pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm Submachine Gun==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]], specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the &amp;quot;Commando 9&amp;quot;, and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm Submachine Gun (R0991) - 9x19mm]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie Commando 9.jpg|thumb|600px|none|Render of the &amp;quot;Commando 9&amp;quot; from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.]]&lt;br /&gt;
[[File:R6S wpn Commando 9.jpg|thumb|600px|none|The &amp;quot;Commando 9&amp;quot; in the inspection screen.]]&lt;br /&gt;
[[File:R6sCommando1.jpg|thumb|600px|none|Mozzie holding his &amp;quot;Commando 9&amp;quot; in game.]]&lt;br /&gt;
[[File:R6scommando2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6scommando3.jpg|thumb|600px|none|Mozzie flipping the gun to shot the magazine out and catch it.]]&lt;br /&gt;
[[File:R6scommando4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6scommando5.jpg|thumb|600px|none|Flipping the gun to throw out an empty magazine.]]&lt;br /&gt;
[[File:R6scommando6.jpg|thumb|600px|none|Inserting a new fully loaded magazine.]]&lt;br /&gt;
[[File:R6scommando7.jpg|thumb|600px|none|Hitting the bolt release to chamber round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype variation of the [[AK-12]] is issued to operators Fuze and Ace. The Spetsnaz recruit had access to the AK-12 in older versions of the game.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2012 prototype]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which was a feature of the later AK-12 prototypes. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to all SAS Attackers and the Recruit class. Despite having a long, railed handguard, it is not capable of using an angled foregrip. &lt;br /&gt;
&lt;br /&gt;
It is also the primary weapon of the &amp;quot;White Mask&amp;quot; terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement, as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.&lt;br /&gt;
&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|450px|none|Enfield L85A2 with magazine removed, railed fore-end, ACOG scope, Grippod foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in the weapon inspection screen. Note the shorter-than-normal barrel compared to the reference image.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The L85A2 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|Inserting an empty magazine. Bullets have since been added in a patch.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|Ignoring the bolt release, the recruit tugs the charging handle to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and originally incorrectly held 30 rounds in 25-round magazines. The magazine capacity was changed to 25 during a mid-season balance patch in Year 4 Season 3, nerfing the gun while making its magazine capacity accurate to real life. It is only available to Operator Twitch, after the Recruit reworked removed the faction based Recruit system.&lt;br /&gt;
[[file:Famas.jpg|thumb|450px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|Twitch holds the FAMAS.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|Aiming down the second pair of iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available in the game, and used by FBI SWAT operator Ash and REU operator Iana. &lt;br /&gt;
&lt;br /&gt;
The gun was frequently overlooked due to its complete inferiority to her other weapon: the R4C, until a later patch made it that the G36C is the only gun in Ash's arsenal that can use an ACOG optic (which grants a very valuable x2.5 view magnification).&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in the weapon inspection screen. Note the strange texture on the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|Ash modeling the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|Aiming down the G36C iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The HK33A2 in the hands of an SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|Aiming down the HK diopter sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|Changing mags on the HK33.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C Carbine&amp;quot;. Prior to the &amp;quot;White Noise&amp;quot; update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to Jäger and the original GSG-9 Recruits.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a 14.5 inch extended barrel, which would technically make it a standard HK416.&lt;br /&gt;
&lt;br /&gt;
[[file:HK416C.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|The HK416C in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|A Recruit holds the HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;*notices your iron sights*&amp;lt;/strike&amp;gt;]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|Reloading a STANAG magzine.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to Twitch and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but at release it had the in-game capacity of only 10 rounds; this was buffed and fixed to the correct 20 rounds in Operation Ember Rise.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The HK417 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|Reloading the 417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available exclusively to Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
&lt;br /&gt;
To encourage loadout variety, the R4-C is the only attacker assault rifle in the game not able to mount an ACOG sight (which provides a x2.5 magnified view, a very sought-after feature in the game).&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|450px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model. On the left side, one can see that the operator has written &amp;quot;pew pew&amp;quot; on the auto selector position in red marker pens.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used only by GSG-9 attacker IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in the weapon inspection screen. The magazine has an unusual waffle-like pattern.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The SG 552 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|Moving to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556xi SWAT==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556xi SWAT]] with a full-auto lower and a 16&amp;quot; barrel is available to operative Thermite.&lt;br /&gt;
&lt;br /&gt;
A fun little trivia: in the &amp;quot;Inside Rainbow&amp;quot; trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.&lt;br /&gt;
[[file:SIG-Sauer SIG556XI SWAT 16in.jpg|thumb|450px|none|SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG556xi SWAT in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is available in the game to the GSG-9 operator IQ and NIGHTHAVEN operator Wamai. It is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|450px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|GSG-9 operator IQ holds the AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|Iron sights, note that these are folded down MP7 iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|Charging the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[Colt Model 933]] with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;[[C8 SFW]]&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the &amp;quot;Skeleton Key&amp;quot;. Details of it can be seen below.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[Image:C8-SFW.jpg|thumb|none|450px|An actual Colt Canada C8 SFW, for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in the weapon inspection screen. The front sight is replaced with a low profile gas block when an optic is added.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;, and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the &amp;quot;C8-SFW&amp;quot;, Buck's special gadget the &amp;quot;Skeleton Key&amp;quot; (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.&lt;br /&gt;
&lt;br /&gt;
It is only capable of semi-auto fire, accurate for a C1A1.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|450px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|The &amp;quot;CAMRS&amp;quot; in the game's weapon inspection screen.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck. Note the exposed bolt on the top of the receiver, a feature unique among FAL variants; interestingly, rather than properly reciprocating, the bolt simply ''disappears'' when the rifle is fired.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1. Unlike the firing animation, this process correctly involves the bolt actually moving.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|450px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] has been available in the game since the Operation Dust Line expansion was released. It is a second primary choice for Blackbeard.&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in the weapon inspection screen. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock.]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW Carbine==&lt;br /&gt;
A [[FN FAL#DSA SA58 OSW|DSA SA58 OSW Carbine]] is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in the weapon inspection screen. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|450px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
A customized [[Daewoo K1A]] is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the &amp;quot;K1A&amp;quot; and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.&lt;br /&gt;
[[Image:Carbine_Daewoo_K1.jpg|thumb|none|450px|Daewoo K1A - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-k1a.jpg|thumb|600px|none|K1A in the weapon inspection screen. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a [[Z-M LR 300|Z-M Weapons LR-300]] stock.]]&lt;br /&gt;
[[File:RSS K1A (1).jpg|thumb|none|600px|The K1A in idle.]]&lt;br /&gt;
[[File:RSS K1A (2).jpg|thumb|none|600px|Aiming the K1A.]]&lt;br /&gt;
[[File:RSS K1A (3).jpg|thumb|none|600px|Reloading a STANAG magazine.]]&lt;br /&gt;
[[File:RSS K1A (4).jpg|thumb|none|600px|Empty reload; note the bolt release paddle is properly sticking out.]]&lt;br /&gt;
[[File:RSS K1A (5).jpg|thumb|none|600px|Pressing it in.]]&lt;br /&gt;
[[File:RSS K1A (6).jpg|thumb|none|600px|Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).]]&lt;br /&gt;
&lt;br /&gt;
==Troy Industries Rock SOPMOD M14==&lt;br /&gt;
The [[ROCK SOPMOD M14|Troy Industries Rock SOPMOD M14]] is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated &amp;quot;Mk 14 EBR&amp;quot; and locked in semi-automatic.&lt;br /&gt;
[[Image:SOPMODM14.jpg|thumb|none|450px|Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-mk14ebr.jpg|thumb|600px|none|Rock SOPMOD M14 in the weapon customization.]]&lt;br /&gt;
[[File:RSS M14 (1).jpg|thumb|none|600px|Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.]]&lt;br /&gt;
[[File:RSS M14 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RSS M14 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:RSS M14 (4).jpg|thumb|none|600px|In with a new one. Note the classic M14 flash hider; it can be attached as the &amp;quot;Flash Hider&amp;quot; barrel modification.]]&lt;br /&gt;
[[File:RSS M14 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RSS M14 (6).jpg|thumb|none|600px|Melee animation of the Rock SOPMOD M14.]]&lt;br /&gt;
&lt;br /&gt;
==Beryl M762==&lt;br /&gt;
A heavily customized [[Beryl M762]] is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as &amp;quot;M762&amp;quot;. It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a [http://www.thefirearmblog.com/blog/2016/12/30/hera-arms-cqr-stock-ak-rifle/ photoshopped AK] reported by The Firearms Blog, which is an [https://www.flickr.com/photos/stickgunner/21074884113/ AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard] with the Hera Arms CQR stock photoshopped in.&lt;br /&gt;
&lt;br /&gt;
[[File:HERA Arms AK Photoshop.jpg|thumb|450px|none|Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.]]&lt;br /&gt;
[[File:Beryl M762.jpg|thumb|450px|none|Beryl M762 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S-m762.jpg|thumb|600px|none|The M762 in the weapon inspection screen. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.]]&lt;br /&gt;
[[File:RSS Beryl (1).jpg|thumb|none|600px|Zofia shows off the Beryl M762.]]&lt;br /&gt;
[[File:RSS Beryl (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS Beryl (3).jpg|thumb|none|600px|A foregrip-equipped Beryl, which gives a cleaner view of the rifle.]]&lt;br /&gt;
[[File:RSS Beryl (4).jpg|thumb|none|600px|Reloading, which shows the unique foregrip that this weapon and the &amp;quot;BOSG 12.2&amp;quot; use.]]&lt;br /&gt;
[[File:RSS Beryl (5).jpg|thumb|none|600px|Charging the M762.]]&lt;br /&gt;
[[File:RSS Beryl (6).jpg|thumb|none|600px|Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Saritch==&lt;br /&gt;
A compact version of the [[Saritch]] design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel; the in-game model resembles the medium-length 622mm-barrel version shown in the weapon designer's [https://guns.fandom.com/wiki/File:Sartich_document.png concept arts]. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the &amp;quot;Spear .308&amp;quot;.&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[File:R6S-spear308.jpg|thumb|600px|none|Saritch in the weapon inspection screen. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.]]&lt;br /&gt;
[[File:R6S Saritch 2.jpg|thumb|600px|none|Saritch in game being held by Finka.]]&lt;br /&gt;
[[File:R6S Saritch 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Saritch 4.jpg|thumb|600px|none|Removing magazine from gun, which involves a very dramatic yank.]]&lt;br /&gt;
[[File:R6S Saritch 5.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S Saritch 6.jpg|thumb|600px|none|Pulling the charging handle to load new round.]]&lt;br /&gt;
[[File:R6S Saritch 7.jpg|thumb|600px|none|Smacking a concrete wall.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the &amp;quot;M4&amp;quot; appears to be a customized [[M4A1 Carbine|M4A1 Block II]]. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked &amp;quot;M4A1 Carbine&amp;quot; on the left side of the mag-well where the usual roll marks would be. Equipping the &amp;quot;M4&amp;quot; with the Heavy Barrel attachment gives it a longer (seemingly 16 inch) barrel, more in line the a normal M4A1, though still with the short DD forend.&lt;br /&gt;
&lt;br /&gt;
It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector, while being marked as an M4A1. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality Maverick's using a bolt-action M4 that's only capable of automatic fire through the power of video game magic.&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|450px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S-m4.jpg|thumb|600px|none|The M4A1 Block II Carbine in the weapon inspection screen. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag. It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.]]&lt;br /&gt;
[[File:R6S M4 Idle.jpg|thumb|600px|none|Maverick holding his custom M4A1 Block II.]]&lt;br /&gt;
[[File:R6S M4 Sights.jpg|thumb|600px|none|Aiming down the folding iron sights.]]&lt;br /&gt;
[[File:R6S M4 Reload 1.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 2.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 3.jpg|thumb|600px|none|Pulling the standard looking charging handle to chamber a new round.]]&lt;br /&gt;
[[File:RSS M4 (1).jpg|thumb|600px|none|A fully kitted-out &amp;quot;M4&amp;quot; with the Heavy Barrel attachment.]]&lt;br /&gt;
[[File:RSS M4 (2).jpg|thumb|600px|none|A close up of the receiver, note the &amp;quot;Burst&amp;quot; marking on the selector, which makes us wonder if Maverick just DIYed his M4A1 by cannibalizing AR-15s he found around Afghanistan until he managed to get his gun to work as it is.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the &amp;quot;AR-15.50&amp;quot;, and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).&lt;br /&gt;
&lt;br /&gt;
The weapon used SureFire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the SureFire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul Ranger Plate; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.&lt;br /&gt;
[[Image:AA_Beowulf.jpg|thumb|450px|none|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:R6S-ar15-50.jpg|thumb|600px|none|The .50 Beowulf in the inspection screen. Equipping a muzzle brake replaces the &amp;quot;birdcage&amp;quot;-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.]]&lt;br /&gt;
[[File:R6S AR-15.50 Idle.jpg|thumb|600px|none|Maverick holding his AR-15.50.]]&lt;br /&gt;
[[File:R6S AR-15.50 Sights.jpg|thumb|600px|none|Aiming down the familiar Armalite-style iron sights.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 1.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 2.jpg|thumb|600px|none|Inserting a new mag, note that his hand is rather seriously clipping into it.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S wpn AR-15.50 Updated.jpg|thumb|none|600px|The updated model with a STANAG magazine added in the Burnt Horizon update.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74M&amp;quot;==&lt;br /&gt;
The &amp;quot;AK-74M&amp;quot; is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual [[AK-74M]], the in-game weapon the appears to be an [[AKM]] customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.&lt;br /&gt;
&lt;br /&gt;
The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.&lt;br /&gt;
&lt;br /&gt;
More bizarrely, the lower receiver is marked &amp;quot;WASR-10 Cal. 5.45×39mm&amp;quot;; the [[WASR-10]] is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.&lt;br /&gt;
&lt;br /&gt;
Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|450px|A US imported Romanian WASR 10/63 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_nomad_AK-74M.jpg|thumb|600px|none|A render of the &amp;quot;AK-74M&amp;quot; from Nomad Cosplay Guide. Note that, like many firearms in ''Siege'', the AK features an [[M16A2]]-style flash hider by default.]]&lt;br /&gt;
[[File:R6S_wpn_AK-74M_plus.jpg|thumb|600px|none|A fully kitted-out &amp;quot;AK-74M&amp;quot;, with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's [[MP9]].]]&lt;br /&gt;
[[File:Ak74mr61.jpg|thumb|600px|none|The hybrid AK in first-person. Note Nomad's gadget, the &amp;quot;Airjab Launcher&amp;quot;, mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.]]&lt;br /&gt;
[[File:Ak74mr62.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:Ak74mr63.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:Ak74mr6s4.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Ak74mr65.jpg|thumb|600px|none|...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.]]&lt;br /&gt;
[[File:R6S wpn AK-74M Updated.jpg|thumb|none|600px|The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] is available for the GIGR attacker Nomad and REU operator Iana. In comparison to Nomad's frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.&lt;br /&gt;
[[File:ARX200.jpg|thumb|450px|none|Beretta ARX-200 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide nomad ARX200.jpg|thumb|600px|none|Render of the ARX-200 from Nomad Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn ARX200.jpg|thumb|600px|none|The ARX-200 in the inspection screen.]]&lt;br /&gt;
[[File:Arx200r6s1.jpg|thumb|600px|none|The ARX-200 in-game.]]&lt;br /&gt;
[[File:Arx200r6s2.jpg|thumb|600px|none|Aiming down the rifle's sights; yet another re-use of the irons from Bandit's [[MP7]].]]&lt;br /&gt;
[[File:Arx200r6s3.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:R6sarx2004.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Arx200r6s5.jpg|thumb|600px|none|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a [[Thales F90]] as a primary option, an Australian improved derivative of the [[Steyr AUG]].&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock F90.jpg|thumb|600px|none|Render of the F90 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn F90.jpg|thumb|600px|none|The F90 in the inspection screen.]]&lt;br /&gt;
[[File:R6sf901.jpg|thumb|600px|none|Gridlock holding the f90 in game.]]&lt;br /&gt;
[[File:R6sf902.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sf903.jpg|thumb|600px|none|Removing Magazine.]]&lt;br /&gt;
[[File:R6sf904.jpg|thumb|600px|none|Inserting new Magazine.]]&lt;br /&gt;
[[File:R6sf905.jpg|thumb|600px|none|Pulling the charging handle back when gun is empty.]]&lt;br /&gt;
[[File:R6sF906.jpg|thumb|600px|none|Inserting Full magazine.]]&lt;br /&gt;
[[File:R6sf907.jpg|thumb|600px|none|Hitting the charging handle to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SC3000K&amp;quot;==&lt;br /&gt;
An [[FN F2000 Tactical]] with a slightly modified design and rechambered in .300 Blackout was added in the game in the Operation Shadow Legacy expansion as the &amp;quot;SC3000K&amp;quot;.  It is used by the Operator Zero, who is Sam Fisher from the ''[[Tom Clancy#Splinter Cell|Tom Clancy's Splinter Cell]]'' series. The weapon itself is a nod to the many F2000s (many times with fictional modifications) used by Sam Fisher throughout the ''Splinter Cell'' series, all of them having the fictional series name of &amp;quot;SC-number-K&amp;quot; (starting from the &amp;quot;SC-20K&amp;quot; in the original ''[[Splinter Cell]]'').&lt;br /&gt;
[[file:FN F2000 TR rifle.jpg|thumb|450px|none|FN F2000 Tactical TR with gray finish - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|450px|none|FN FS2000 Tactical with a C-more red dot sight and Monolith Arms rail system and P90-style foregrip - 5.56x45mm NATO. The latter accessory was discontinued when Monolith Arms was bought out by Magpul.]]&lt;br /&gt;
[[file:RainbowSix Siege SC3000K (1).jpg|thumb|600px|none|The SC3000K in the weapon inspection screen. Changes to the F2000's design can be observed in the replacement of the exposed barrel with a unique muzzle device, reshaped buttstock, reshaped magazine well, non-folding charging handle, slightly reshaped top rail, and the addition of a foregrip that somewhat resembles Monolith Arms' P90-styled foregrip for the F2000.]]&lt;br /&gt;
[[File:r6s_SC3000K_1.jpg|thumb|600px|none|Zero holding the SC3000K in game.]]&lt;br /&gt;
[[File:r6s_SC3000K_2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:r6s_SC3000K_3.jpg|thumb|600px|none|Removing magazine.]]&lt;br /&gt;
[[File:r6s_SC3000K_4.jpg|thumb|600px|none|Inserting full magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to the mounted DP-28 (technically a special gadget) and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
The Spetsnaz operator Tachanka can deploy a tripod-mounted [[Degtyaryov DP-28]]. Despite being referred as the RP-46 (belt-fed version with a pistol grip), it has the original buttstock and magazines (with an incorrect 60-round capacity – this would be correct for the [[Degtyaryov DT|DT]] variant, though – instead of 47) of the DP-28, and Tachanka does refer to it as &amp;quot;DP-28&amp;quot; sometimes when deploying it. Tachanka has been said to seek out original Soviet-made parts for his weapon, however, and even going so far as to mill his own if he can't find such, making it possible that he's modified an RP-46 into a weapon resembling the DP-28.&lt;br /&gt;
&lt;br /&gt;
A patch released in December 2016 added a reinforced glass shield to the turret (modeled after [http://static.tvtropes.org/pmwiki/pub/images/Gun_shield_1805.jpg this particular shield], and marked with the Russian word for &amp;quot;Lord&amp;quot; acknowledging the Lord Tachanka meme), making its usage somewhat more viable. With the release of &amp;quot;Operation: Blood Orchid&amp;quot;, the deploy animation is a bit faster, as Tachanka keeps a magazine loaded in the machine gun at all times, instead of having to load and unload when setting up or moving the turret.&lt;br /&gt;
&lt;br /&gt;
A planned update teased in early 2020 will make the DP-28 man-portable, as Tachanka's new primary weapon.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-28 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed with his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|Manning the Degtyaryov.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|Pulling the custom ambidextrous charging handle.]]&lt;br /&gt;
[[file:RSS DP-28 (1).jpg|thumb|none|600px|Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.]]&lt;br /&gt;
[[file:RSS DP-28 (2).jpg|thumb|none|600px|Deploying the Degtyaryov.]]&lt;br /&gt;
[[file:RSS DP-28 (3).jpg|thumb|none|600px|Pointing the steel beast at his &amp;lt;del&amp;gt;hapless victim&amp;lt;/del&amp;gt; admiring audience.]]&lt;br /&gt;
[[file:RSS DP-28 (4).jpg|thumb|none|600px|Tachanka gives the shield a punch after finishing his work and going mobile.]]&lt;br /&gt;
[[file:RSS DP-28 (5).jpg|thumb|none|600px|The DP-28 in Tachanka's operator video.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK23/HK13 Hybrid==&lt;br /&gt;
A hybrid of the 5.56mm belt-fed [[Heckler &amp;amp; Koch HK23]] and the 5.56mm mag-fed [[Heckler &amp;amp; Koch HK series machine guns|Heckler &amp;amp; Koch HK13]] appears in ''Rainbow Six Siege''. The magazine well is a key feature of the HK13, but the receiver design, with its longer ejection port and a large, tubular brass deflector, is almost never found on the mag-fed HK machine guns, and instead comes from the belt-fed HK machine guns like the HK23. It has a [[G3]] rear sight and added rails.&lt;br /&gt;
&lt;br /&gt;
It appears under the name &amp;quot;G8A1&amp;quot;, the German designation of the 7.62mm mag-fed [[Heckler &amp;amp; Koch HK11]], even though its magazine well is rather clearly in 5.56mm, appearing more or less identical to the one on Thatcher's HK33. Despite the magazine well, the magazine used are 7.62mm X Products X-91 50-round drum magazines, apparently scaled down to fit into the 5.56mm magazine well.&lt;br /&gt;
&lt;br /&gt;
The weapon is available in the game for IQ and Peruvian Operator Amaru introduced in Year 4 Season 3 Operation Ember Rise.&lt;br /&gt;
&amp;lt;!--It also has a &amp;quot;long&amp;quot; bolt handle travel length; some of the HK machine guns seem to have shorter ones. Compare the one on file:Hk11e.jpg (shorter) with the one on File:HK21MachineGun.jpg (longer). The &amp;quot;dimple&amp;quot; on the left-side in-game handguard is also on the very front (like on File:HK21MachineGun.jpg) instead of a bit back like on file:Hk11e.jpg.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:HK23E Suppressor.jpg|thumb|none|450px|HK23E with sound suppressor - 5.56x45mm]]&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|The machine gun in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The G8A1 held by IQ.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|Reloading an X-91 drum.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Fuze and Spetsnaz CBRN specialist Finka. &lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|450px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|The PKP Pecheneg bullpup in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|Fuze holding the PKP. Note that it is labeled by its GRAU index of &amp;quot;6P41&amp;quot; in game.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|ADS view; an AK-12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|Opening the tray cover.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber. The reworked Recruit also has access to the belt-fed SAW.&lt;br /&gt;
&lt;br /&gt;
Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round SureFire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly ''impossible'', the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|450px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat-up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock M249.jpg|thumb|600px|none|Render of the M249 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn M249 SAW Scope.jpg|thumb|600px|none|The M249 SAW with Scope attachment.]]&lt;br /&gt;
[[File:R6S M249 SAW 2.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 3.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:R6S M249 SAW 4.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QJB-95==&lt;br /&gt;
The [[Norinco QBZ-95|Norinco QJB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QJB-95 is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|450px|none|Norinco QJB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QJB-95 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS QBB-95 (1).jpg|thumb|none|600px|The QJB-95 in idle.]]&lt;br /&gt;
[[File:RSS QBB-95 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS QBB-95 (3).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:RSS QBB-95 (4).jpg|thumb|none|600px|Charging the QJB-95.]]&lt;br /&gt;
[[File:RSS QBB-95 (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Krytac Trident LMG-E==&lt;br /&gt;
The same airsoft gun based on the [[Ares Shrike]] from ''[[Ghost Recon: Wildlands]]'' appears in ''Siege'' under the designation of &amp;quot;LMG-E&amp;quot;. The &amp;quot;LMG-E&amp;quot; is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.&lt;br /&gt;
[[File:Krytac-55432.jpg|thumb|none|450px|'''Airsoft''' Krytac Trident LMG-E]]&lt;br /&gt;
[[File:R6S-lmge.jpg|thumb|600px|none|&amp;quot;LMG-E&amp;quot; in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS LMG-E (1).jpg|thumb|none|600px|The &amp;quot;LMG-E&amp;quot;, idle.]]&lt;br /&gt;
[[File:RSS LMG-E (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS LMG-E (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:RSS LMG-E (4).jpg|thumb|none|600px|Inserting a new belt box, which holds 150 rounds.]]&lt;br /&gt;
[[File:RSS LMG-E(5).jpg|thumb|none|600px|Feeding the ammunition belt into the receiver.]]&lt;br /&gt;
[[File:RSS LMG-E (6).jpg|thumb|none|600px|Charging the &amp;quot;LMG-E&amp;quot;.]]&lt;br /&gt;
[[File:RSS LMG-E (7).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is added in Operation Para Bellum as the &amp;quot;ALDA 5.56&amp;quot;. Being a primary option for Defense Operator Maestro, it is the only portable LMG available to Defenders.&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli - 5.56x45mm]]&lt;br /&gt;
[[File:R6S Ameli.jpg|thumb|none|600px|The CETME Ameli in the weapon inspection screen.]]&lt;br /&gt;
[[File:R6S Ameli Idle.jpg|thumb|none|600px|The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.]]&lt;br /&gt;
[[File:R6S Ameli Sights.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Ameli Reload 1.jpg|thumb|none|600px|Lifting the tray cover to remove the spent belt box. In a non-empty reload, Maestro will actually push the belt back into the box before removing it, a neat detail. Similar belt removal animations can also be seen on the M249 and the LMG-E.]]&lt;br /&gt;
[[File:R6S Ameli Reload 2.jpg|thumb|none|600px|Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard &amp;quot;attach the belt box first and then pull out the belt&amp;quot; procedure.]]&lt;br /&gt;
[[File:R6S Ameli Reload 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S Ameli Melee.jpg|thumb|none|600px|Hitting a table with the stock of the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels, except for the ones that fire slugs.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The M1014 in the hands of Thermite.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|Loading a shell into the M1014's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS Compact==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS Compact]] with ghost ring sights of the &amp;quot;Tactical&amp;quot; model appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon. It is the only pump-action shotgun that can be fitted with a foregrip, and weapon animations change correspondingly when the grip is used.&lt;br /&gt;
&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|450px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg|thumb|none|450px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|Twitch holds her FABARM.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|Dropping a shell into the chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|Reloading the rest of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
A heavily customized [[Saiga 12|Saiga-12K]], most closely resembling ones customized by the Hatcher Gun Company, appears as the &amp;quot;SASG-12&amp;quot; (which ''[[The Division]]'' followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though Finka may use it as well. &lt;br /&gt;
&lt;br /&gt;
The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[file:Rainbow Six Siege Saiga-12.jpg|thumb|600px|none|Custom Saiga-12K in the inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|First-person view of the Saiga.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.]]&lt;br /&gt;
[[file:RSS Saiga12 (1).jpg|thumb|none|600px|Melee animation of a snake-skinned Saiga.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS and the Secret Service operator Warden. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks damage, but offers decent RoF and recoil control.&lt;br /&gt;
&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|450px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (G&amp;amp;P M870 RAS)==&lt;br /&gt;
A short-barreled [[Remington 870]] equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to the reworked Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&amp;amp;P M870 RAS, an airsoft Remington 870.&lt;br /&gt;
&lt;br /&gt;
The weapon is the second most powerful shotgun in the game, although somewhat &amp;quot;balanced&amp;quot; by the fact that its efficiency diminishes greatly beyond point-blank range.&lt;br /&gt;
[[file:M870.jpg|thumb|450px|none|'''Airsoft''' G&amp;amp;P M870 RAS]]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|M870 in the weapon inspection screen.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|A GSG-9 recruit models the M870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading. Placing a shell into the M870's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|450px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget, equipped to whatever primary weapon (i.e. &amp;quot;C8-SFW&amp;quot; or &amp;quot;CAMRS&amp;quot;) he is using. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in ''Siege'') shotgun. It has a very large spread that limits its use in combat and at range, but is ''very'' destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|450px|none|M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO &amp;amp; 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in the weapon inspection screen.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is used by Navy SEAL operator Valkyrie and GIGR operator Oryx. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in ''Far Cry 3'' and ''4''.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|450px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] was added in the Operation Red Crow expansion, and is available to both SAT Operators, and the Peruvian Operator Amaru added in Y4S3. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
Two variants of the [[FABARM STF 12]] are introduced in Operation Velvet Shell, the Pistolgrip F.E. (without the muzzle brake) as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;. The ITA12S was the only secondary shotgun available in the game until the release of the &amp;quot;Super Shorty&amp;quot; in Operation Burnt Horizon of 2019. Both variants are available for both G.E.O. operators introduced in Operation Velvet Shell, while the secondary ITA12S is also available to Peruvian Operator Amaru introduced in Operation Ember Rise.&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Pistolgrip F.E.===&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Short Initial===&lt;br /&gt;
[[File:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|450px|FABARM STF 12 Short Initial - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for Attack operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for Defense operator Lesion. Danish Jaeger Corps Operator Nøkk, added in Y4S2, also uses the SIX12 SD.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in the weapon inspection screen.]]&lt;br /&gt;
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]&lt;br /&gt;
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]&lt;br /&gt;
[[File:RSS Six12 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Suppressed===&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]&lt;br /&gt;
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]&lt;br /&gt;
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]&lt;br /&gt;
[[File:RSS Six12 (6).jpg|thumb|none|600px|Stock attack of the Six12. Note that the &amp;quot;SIX12&amp;quot; engraving on the magazine can be seen on certain revolutions of the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 SBS with 5-round magazine - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the inspection screen. The in-game weapon uses the 10-round magazine.]]&lt;br /&gt;
[[File:RSS Origin-12 (1).jpg|thumb|none|600px|Ela checks a suspicious garage door with her Origin-12.]]&lt;br /&gt;
[[File:RSS Origin-12 (2).jpg|thumb|none|600px|Aiming down the &amp;quot;diamond&amp;quot; sights.]]&lt;br /&gt;
[[File:RSS Origin-12 (3).jpg|thumb|none|600px|Reloading the Origin after revealing the dastardly delivery van that was hiding outside.]]&lt;br /&gt;
[[File:RSS Origin-12 (4).jpg|thumb|none|600px|Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.]]&lt;br /&gt;
[[File:RSS Origin-12 (5).jpg|thumb|none|600px|Meleeing with the shotgun.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:RSS Origin-12 (6).jpg|thumb|none|600px|The extended barrel attachment turns the Origin-12 SBS back into its factory variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG.12.2&amp;quot;==&lt;br /&gt;
The &amp;quot;BOSG.12.2&amp;quot; (BOSG presumably standing for Break-Open Shotgun, compare with how &amp;quot;SASG&amp;quot; likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the [[Mossberg HS12|Mossberg Maverick HS-12]] and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.&lt;br /&gt;
&lt;br /&gt;
During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the &amp;quot;Presidential Plane&amp;quot; map, something only Glaz's SVU can do, but this ability was later removed in the official release.&lt;br /&gt;
&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|450px|Maverick HS-12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|450px|Stoeger Double Defense Over and Under - 12 gauge]]&lt;br /&gt;
[[File:R6S-bosg122.jpg|thumb|600px|none|Preview of the &amp;quot;BOSG.12.2&amp;quot;. Note how the stock, receiver and triggerguard are placed in a manner more like conventional tube fed shotguns compared to the references above. The front of the triggerguard also seems to have a pin or Winchester pump shotgun-like crossbolt safety, despite the presence of a more typical break-action tang safety on the top.]]&lt;br /&gt;
[[File:RSS OverUnder (1).jpg|thumb|none|600px|The &amp;quot;BOSG.12.2&amp;quot; in idle.]]&lt;br /&gt;
[[File:RSS OverUnder (2).jpg|thumb|none|600px|Aiming the shotgun; these sights appear to be [http://www.uniquetek.com/product/T1264 Advantage Tactical pyramid pistol sights].]]&lt;br /&gt;
[[File:RSS OverUnder (3).jpg|thumb|none|600px|Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.]]&lt;br /&gt;
[[File:RSS OverUnder (4).jpg|thumb|none|600px|Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.]]&lt;br /&gt;
[[File:RSS OverUnder (5).jpg|thumb|none|600px|Stock attack.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12== &lt;br /&gt;
Added in Operation Para Bellum, the &amp;quot;ACS12&amp;quot; is a modified [[AA-12]], and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the [[Mk 14 Enhanced Battle Rifle]]'s Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).&lt;br /&gt;
&lt;br /&gt;
Of note is that the addition of the &amp;quot;ACS-12&amp;quot; marks the appearance of ''Siege'''s first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the name &amp;quot;ACS-12&amp;quot; was first used for this weapon in a previous Ubisoft game, ''[[Splinter Cell: Blacklist]]''. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S AA-12.jpg|thumb|none|600px|The &amp;quot;ACS12&amp;quot; in the weapon inspection screen. This camouflage finish is, interestingly, the default skin for this weapon.]]&lt;br /&gt;
[[File:R6S AA-12 Idle.jpg|thumb|none|600px|The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads &amp;quot;Mil-spec 1913 Rail&amp;quot; on the first line, and &amp;quot;Scope Mount&amp;quot; on the second.]]&lt;br /&gt;
[[File:R6S AA-12 Sights.jpg|thumb|none|600px|Aiming the shotgun; someone should probably let Bandit know that Alibi stole his [[MP7|MP7A1]]'s sights.]]&lt;br /&gt;
[[File:R6S AA-12 Reload 1.jpg|thumb|none|600px|Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 2.jpg|thumb|none|600px|...inserting a fresh one...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 3.jpg|thumb|none|600px|...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.]]&lt;br /&gt;
[[File:R6S AA-12 Melee.jpg|thumb|none|600px|Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.]]&lt;br /&gt;
&lt;br /&gt;
==Akdal Arms MKA 1919==&lt;br /&gt;
A heavily customized Turkish-made [[Akdal Arms MKA 1919]] semi-automatic shotgun is available with the Operation Wind Bastion Expansion. The customizations include the lower receiver being modified to fit a [[Bushmaster ACR]] stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13&amp;quot; barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
Simply dubbed &amp;quot;TCSG12&amp;quot; in-game, the weapon is used by GIGR defender Kaid and Mexican FES defender Goyo. The shotgun only fires slugs, just like the &amp;quot;BOSG-12.2&amp;quot;, and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else. The weapon's only barrel attachment is the suppressor.&lt;br /&gt;
[[file:Akdal Arms MKA 1919.jpg|thumb|450px|none|Akdal MKA 1919 - 12 gauge]]&lt;br /&gt;
[[file:Akdal Arms MKA 1919 Custom.jpg|thumb|450px|none|A custom &amp;quot;Tac 19&amp;quot; Akdal MKA 1919 by RRA with modified Chaos quad-rail.]]&lt;br /&gt;
[[file:Akdal MKA 1919 custom lower.jpg|thumb|450px|none|A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.]]&lt;br /&gt;
[[File:R6S wpn TCSG12.jpg|thumb|600px|none|The custom Akdal MKA 1919 in the inspection screen.]]&lt;br /&gt;
[[File:R6S wpn TCSG12 2.jpg|thumb|600px|none|The other side. Note the charging handle.]]&lt;br /&gt;
[[File:Kaidgun1.jpg|thumb|none|600px|none|Kaid holding the heavily customized Akdal MKA 1919.]]&lt;br /&gt;
[[File:Kaidgun2.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:Kaidgun3.jpg|thumb|600px|none|Removing the magazine during a partial reload.]]&lt;br /&gt;
[[File:Kaidgun4.jpg|thumb|600px|none|Loading a new magazine. The markings on the magwell read &amp;quot;Made in Turkey&amp;quot;.]]&lt;br /&gt;
[[File:Kaidgyb5.jpg|thumb|600px|none|Pulling the bolt back before removing empty magazine.]]&lt;br /&gt;
[[File:Kaidgun6.jpg|thumb|600px|none|Flipping the empty magazine out of the gun.]]&lt;br /&gt;
[[File:Kaidgun7.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Kaidgun8.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
While referred to as a &amp;quot;[[Serbu Super Shorty|Super Shorty]]&amp;quot;, the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a [[Remington 870 MCS]], in the short-barreled &amp;quot;Masterkey&amp;quot; configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).&lt;br /&gt;
&lt;br /&gt;
An update made the 870 MCS Masterkey available as a replacement for M45 in FBI operator Castle's loadout, and it is also an available secondary for the reworked Recruit attackers.&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:R6S wpn Super Shorty.jpg|thumb|600px|none|The MCS Masterkey in the inspection screen.]]&lt;br /&gt;
[[File:R6sshorty1.jpg|thumb|600px|none|Mozzie holding the &amp;quot;Super Shorty&amp;quot;.]]&lt;br /&gt;
[[File:R6sshorty3.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; the MCS doesn't come with any sights by default, making this a bit of a pointless exercise.]]&lt;br /&gt;
[[File:R6sshorty4.jpg|thumb|600px|none|Loading a shell into the chamber...]]&lt;br /&gt;
[[File:R6sshorty2.jpg|thumb|600px|none|...then another 2 in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the &amp;quot;BOSG. 12.2&amp;quot;, being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map &amp;quot;Presidential Plane&amp;quot;, which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.&lt;br /&gt;
&lt;br /&gt;
Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the &amp;quot;HDS Flip Sight&amp;quot;, which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.&lt;br /&gt;
&lt;br /&gt;
A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in the weapon inspection screen (pre-update).]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:RSS SVU (1).jpg|thumb|none|600px|Lining up a headshot on a suicide bomber with the thermal lens. The &amp;quot;red tint&amp;quot; one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.]]&lt;br /&gt;
[[File:RSS SVU (2).jpg|thumb|none|600px|Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.]]&lt;br /&gt;
[[File:RSS SVU (3).jpg|thumb|none|600px|Butt-stroking with the SVU.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;CSRX 300&amp;quot;==&lt;br /&gt;
NIGHTHAVEN operator Kali uses a fictional custom-built rifle known as the &amp;quot;CSRX 300&amp;quot; as her sole primary weapon. The rifle appears to take design cues from the [[Blaser R93]] and the [[Accuracy International Arctic Warfare]] series of rifles, with an underbarrel launcher resembling the [[FN EGLM]]. As the name implies, the rifle is chambered in .300 Winchester Magnum. The rifle has a custom scope that allows the player to switch between x4 and x12 zoom. In-game, players shot by the rifle are instantly downed, though the sniper rounds leave tell-tale vapor trails. The underbarrel launcher fires an explosive drilling device that can destroy barricades (including Castle's barricades) and floor hatches, and creates small holes in breachable walls. When penetrating walls, the explosive destroys any placed gadgets within the blast radius.&lt;br /&gt;
[[File:BlaserR93WithHarrisBipod.jpg‎|thumb|none|450px|Blaser LRS2 with Harris Bipod - .338 Lapua Magnum.]] &lt;br /&gt;
[[File:Accuracy International Arctic Warfare - Psg 90.jpg|thumb|none|450px|Accuracy International AW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|450px|FN EGLM - 40x46mm]]&lt;br /&gt;
[[Image:R6s CSRX300 movie.jpg|thumb|none|600px|The CSRX300 in Operation Shifting Tides – New Operator Gadgets Teaser.]]&lt;br /&gt;
[[Image:R6S_CSRX3003.jpg|thumb|none|600px|The CSRX 300 in the inspection screen.]]&lt;br /&gt;
[[Image:R6S_CSRX300.jpg|thumb|none|600px|Kali armed with her CSRX 300.]]&lt;br /&gt;
[[Image:R6S_CSRX3001.jpg|thumb|none|600px|View of the CSRX 300's scope reticle.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame2.jpg|thumb|600px|none|Working the bolt-action.]]&lt;br /&gt;
[[File:R6S CSRX300 ingame3.jpg|thumb|600px|none|Reloading the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, Nomad's Airjab Launcher, and Kali's LV Lance not listed here for one reason or another.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. Ingame it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.&lt;br /&gt;
&lt;br /&gt;
To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies, although getting directly struck with the shell deals a moderate amount of damage. While the breaching round itself also has a small blast radius and is not reliable against human targets, getting caught in the explosion of an armed round deals a large amount of damage.&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]]. The Closed Alpha launcher had them on a raised platform like the image above, and these can still be seen in Ash's Operator video.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
[[File:RSS M120 (1).jpg|thumb|none|600px|The update from &amp;quot;Operation Blood Orchid&amp;quot; altered the M320's reload animation; Ash keeps the muzzle pointed up now.]]&lt;br /&gt;
[[File:RSS M120 (2).jpg|thumb|none|600px|Bashing with the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==Kulakov Revolver Grenade Launcher==&lt;br /&gt;
A October 2020 Tachanka rework adds a [[Mosin Nagant|Kulakov Revolver Grenade Launcher]] to his arsenal as his new gadget. For whatever reason, the system is shown with some sort of rudimentary semi-automatic conversion of the Mosin's receiver. The pistol grip is also absent; the stock also seems to be a non-standard partial C-grip style.&lt;br /&gt;
[[File:Kulakov Grenade Launcher.jpg|thumb|none|450px|Kulakov Grenade Launcher - 44.15mm]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Most equipment in this category are non-exclusive &amp;quot;generic&amp;quot; gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Bundles of C4 charges, somewhat strangely referred to as &amp;quot;Nitro Cells&amp;quot;, are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.&lt;br /&gt;
&lt;br /&gt;
The weapon is currently the most powerful explosive available, capable of outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence. Much like a real C4, the charge will only explode if its triggered by the user. Attacking it will simply destroy it, and if the user dies before the charge is triggered, the C4 is essentially rendered inert.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[File:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
[[file:Rainbowsix Bank smoke grenade.jpg|thumb|600px|none|Unusable M18 smoke grenade on the &amp;quot;Bank&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
&lt;br /&gt;
The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 Stun Grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade holding 1.jpg|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam trigger device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano grenade==&lt;br /&gt;
The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (infact you'd actually have to throw it directly at someone to get any kind of decent damage). Although, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.&lt;br /&gt;
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano impact grenade]]&lt;br /&gt;
[[File:R6simpact.jpg|thumb|600px|none|The Beano grenade in the inspection screen; note that the model somewhat concerningly lacks a pin...]]&lt;br /&gt;
[[File:R6sholdingimpact.jpg|thumb|600px|none|...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.]]&lt;br /&gt;
[[File:Impactholer6s.jpg|thumb|600px|none|Vigil observing the results of chucking a grenade at a wall.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;EMP Grenade&amp;quot;==&lt;br /&gt;
Thatcher's special gadget, the EMP Grenade, is modeled after the Portable Jammer Pack, an Israeli grenade-shaped radio jammer made by Netline Communications Technologies.&lt;br /&gt;
[[File:Pjp-on-hand.jpg|thumb|none|400px|Netline Communications Technologies Portable Jammer Pack]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Beretta 93R &amp;quot;Auto 9&amp;quot; ==&lt;br /&gt;
The &amp;quot;Theme Park&amp;quot; level has arcade machines of &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]],&amp;quot; featuring Rex &amp;quot;Power&amp;quot; Colt and his [[Beretta 93R &amp;quot;Auto 9&amp;quot;]].&lt;br /&gt;
[[File:BerettaAuto9.jpg|thumb|none|350px|Beretta 93R &amp;quot;Auto 9&amp;quot; - 9x19mm]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
A tiny [[Luger P08]] appears in the game as the &amp;quot;Suspicious Package&amp;quot; charm for weapons.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]] &lt;br /&gt;
[[File:Rainbowsix Suspicious package charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
A [[Nagant M1895]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Revolver - 7.62x38R Nagant.]]&lt;br /&gt;
[[File:Rainbowsix Nagant.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P9==&lt;br /&gt;
A [[Smith &amp;amp; Wesson M&amp;amp;P9]] is seen in the map &amp;quot;Oregon&amp;quot;, on several posters.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 9mm.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:RSS M&amp;amp;P poster.jpg|thumb|none|600px|One of the M&amp;amp;P posters, as seen in the older version of the level.]]&lt;br /&gt;
&lt;br /&gt;
==Single Action Army==&lt;br /&gt;
A [[Single Action Army]] is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot; in the museum.&lt;br /&gt;
[[File:SAA Artillery Cimarron.jpg|thumb|none|300px|Single Action Army with 5.5&amp;quot; barrel with wooden grips - .45 Long Colt.]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Vague pistol==&lt;br /&gt;
An unknown fairly generic pistol is seen on several posters in the map &amp;quot;Presidential Plane&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix P99 Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Pepperbox-type Pistol==&lt;br /&gt;
A Pepperbox-type pistol is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot; in the museum. It appears to be based on Allen and Thurber percussion pepperbox pistols.&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==British Percussion Pistol==&lt;br /&gt;
A British style percussion pistol, either [[Tower Percussion Pistol|Tower Percussion Pistol]] or Enfield, is seen in the map &amp;quot;Chalet&amp;quot;, in the trophy room. Two of the same pistols are seen in the map &amp;quot;Kafe Dostoyevsky&amp;quot;, in the mining room, and one more in the map &amp;quot;Fortress&amp;quot; in the museum.&lt;br /&gt;
[[Image:Tower 1871 Percussion Rider Pistol.jpg|thumb|none|400px|A Tower Model 1871 Percussion Rider Pistol]]&lt;br /&gt;
[[File:Rainbowsix Chalet trophy room.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Dostoyevsky pistols.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] model from ''[[Far Cry 3]]'' is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement, though it isn't available for use in-game.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Rainbowsix PP-19 Bizon.jpg|thumb|none|600px|The wall of Bizons; note their slightly extended barrels and incorrect left-side ejection ports, showing their ''FC3'' origins.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
A [[PPSh-41]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:R6S PPSh.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-103==&lt;br /&gt;
The wood-furnished [[AK-103]] from ''[[Far Cry 3]]'' also appears in the basement on Clubhouse; like the Bizon, it isn't usable in-game. The same rifle is also seen in &amp;quot;Fortress&amp;quot; map.&lt;br /&gt;
[[File:Far Cry 3 AK-103.jpg|thumb|none|450px|Photoshopped AK-103 with side-mounted RIS rail &amp;amp; AK-74 style stock, handguard, and pistol grip as seen in [[Far Cry 3]] - 7.62x39mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px|The AKs (and a bunch of other sadly-unusable toys) on the Clubhouse basement's wall. At full size, the tell-tale 90-degree gas blocks on the rifles can be seen, confirming their identity.]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles. The AK-107 was a weapon featured in the extremely early development builds of the game from 2013, but never made it into the game proper, likely having been replaced by the [[AK-12]] prototype.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg|thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
A full size [[Heckler &amp;amp; Koch G36]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:HKG36.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with ZF 3x4° dual optical sight - 5.56x45mm]]&lt;br /&gt;
[[File:R6S G36art.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant carbine==&lt;br /&gt;
What appears to be a [[Mosin Nagant Model 1938 Carbine|Mosin Nagant carbine]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:M38Carbine.jpg|thumb|none|450px|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix Mosin.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
A [[M1 Carbine]] is seen in the map &amp;quot;Tower&amp;quot;, on a Korean War poster.&lt;br /&gt;
[[File:M1CarbineLateModel.jpg|thumb|none|450px|Korean War Era M1 Carbine - .30 Carbine.]]&lt;br /&gt;
[[File:Rainbowsix Korean War poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
Several [[M16A4]] rifles are seen in the map &amp;quot;Kanal&amp;quot;, on a NATO poster.&lt;br /&gt;
[[File:M16A4Standard.jpg|thumb|none|450px|M16A4 with carry handle attached - 5.56x45mm]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal Squad Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
An [[M4A1]] rifle with what appears to be a [[M203 grenade launcher]] is seen on a decal in the map &amp;quot;Kanal&amp;quot;. The other two M4A1 rifles (one of which has what appears to be a [[LMT M203]]) are seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Sopmod m4 m203 06.jpg|thumb|none|450px|M4A1 with M203 grenade launcher - 5.56x45mm / 40x46mm]]&lt;br /&gt;
[[File:Rainbowsix Kanal M4A1M203.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
What appears to be an [[Mk 18 Mod 1]] is seen on an Outbreak loading screen. &lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|450px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S Mk18ishart.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 56-1==&lt;br /&gt;
What appears to be a [[Norinco Type 56-1]] is seen on a book cover, in the map &amp;quot;Presidential Plane&amp;quot;, in the executive office and in the &amp;quot;Coastline&amp;quot; map.&lt;br /&gt;
[[File:Type56S.jpg|thumb|none|450px|Norinco Type 56-1 - 7.62x39mm]]&lt;br /&gt;
[[File:RainbowsixType56 Plane.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Ottoman Musket==&lt;br /&gt;
An [[Jezail Musket|Ottoman-pattern musket]] is seen in the map &amp;quot;Fortress&amp;quot;, depicted in a painting.&lt;br /&gt;
[[File:Ottoman musket.jpg|thumb|none|400px|Ottoman-pattern musket]]&lt;br /&gt;
[[File:Rainbowsix Ottoman Musket.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
A full-sized [[Heckler &amp;amp; Koch HK416]] is seen in the map &amp;quot;Favela&amp;quot;, in an armory locker.&lt;br /&gt;
[[File:HK416 14.5 Current.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 with 14.5 inch barrel - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Favela HK416.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Assault Rifle==&lt;br /&gt;
An unidentified assault rifle is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters.&lt;br /&gt;
[[File:Rainbowsix Kanal Rifle.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified  Rifle==&lt;br /&gt;
An unidentified rifle (over the Vetterli-Vitali M1870/87) is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Berthier Mle 1892==&lt;br /&gt;
The background for Doc's WWI &amp;quot;Trench Medic&amp;quot; Poilu-themed elite skin shows French soldiers with what appear to be [[Berthier Mle 1892 Artillery Carbine]]s.&lt;br /&gt;
[[File:Berthier Artillery Carbine Mle 1892.jpg|thumb|none|450px|Berthier Mle 1892 Artillery Carbine - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli-Vitali M1870/87==&lt;br /&gt;
Zofia's &amp;quot;Duch Bojowy&amp;quot; elite skin contains a [[Vetterli-Vitali M1870/87]] in her MVP animation. The same low poly rifle is seen in the maps &amp;quot;Villa&amp;quot; and &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:Vetterli-Vitali.jpg|thumb|none|450px|Vetterli-Vitali M1870/87 - 10.35x47mm R]]&lt;br /&gt;
[[File:Rainbowsix Zofia Vetterli.jpg|thumb|none|600px|Note that the rifle is extremely undersized. Zofia stands 1.79m tall and a Vetterli rifle with its bayonet as seen here would at least be 1.3m tall.]]&lt;br /&gt;
[[File:Rainbowsix Villa rifles.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Gunwall.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Double Barreled Shotgun==&lt;br /&gt;
A [[Double Barreled Shotgun]] is seen in the map &amp;quot;Theme Park&amp;quot;, on movie poster parodying Mad Max, called &amp;quot;Dystopian Outback&amp;quot;.&lt;br /&gt;
[[File:StevesSBS1960s.jpg|thumb|none|450px|tevens hammerless side by side shotgun - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Theme Park DBShotgun.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch CAWS==&lt;br /&gt;
What appears to be a visually modified [[Heckler &amp;amp; Koch CAWS]] is seen in the map &amp;quot;Theme Park&amp;quot;, on &amp;quot;[[Far Cry 3|Far Cry 3: Blood Dragon]]&amp;quot; arcade machines.&lt;br /&gt;
[[File:Scoped CAWS.jpg|thumb|none|350px|Heckler &amp;amp; Koch CAWS with scope and short barrel - 12 gauge]]&lt;br /&gt;
[[File:Rainbowsix Auto 9.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The background image for Fuze's &amp;quot;2nd Shock Army&amp;quot; elite skin shows a [[Browning M1919A4]] machine gun.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Rainbowsix DT mg.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Goryunov SG-43==&lt;br /&gt;
A [[Goryunov SG-43]] is seen on Tachanka's phone in an Outbreak cutscene.  &lt;br /&gt;
[[File:GoryunovSG43MachineGun.jpg|thumb|none|400px|Goryunov SG-43 Machine Gun On 'Sokolov' mount with shield - 7.62x54mm R]]&lt;br /&gt;
[[File:Rainbowsix SG-43.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==St. Étienne Mle 1907==&lt;br /&gt;
The background image for Doc's &amp;quot;Trench Medic&amp;quot; elite skin shows a French [[St. Étienne Mle 1907]] emplacement.&lt;br /&gt;
[[File:St 1907right.jpg|thumb|none|450px|Mitrailleuse Saint-Étienne modèle 1907 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:RSS Trench Medic.jpg|thumb|none|600px|Note that it is shown feeding from an ammunition belt rather than the iconic feed strip. This was a feature introduced in 1916.]]&lt;br /&gt;
&lt;br /&gt;
==M240 Machine Gun==&lt;br /&gt;
An [[M240 Machine Gun]] is seen in the map &amp;quot;Kanal&amp;quot;, on several NATO posters. &lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|M240B - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal M240.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M249 Paratrooper==&lt;br /&gt;
An [[M249 Paratrooper]] is seen on the &amp;quot;Compensation&amp;quot; charm for weapons. Another M249 is seen in a photo in the map &amp;quot;Fortress&amp;quot;.&lt;br /&gt;
[[File:M249ParaWAmmo.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:Rainbowsix Compensation charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Army photo.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG derivative==&lt;br /&gt;
A low-poly [[Maxim]] MG variant is seen in the map &amp;quot;Fortress&amp;quot;, on the second floor. Mira's &amp;quot;Inspiracion&amp;quot; elite skin contains the same Maxim MG derivative in her MVP animation.&lt;br /&gt;
[[File:Maxim1910.jpg|thumb|none|450px|Maxim M1910, for comparison - 7.62x54mmR]]&lt;br /&gt;
[[File:Rainbowsix Mira Maxim.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Fortress Maxim.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
A [[M134 Minigun]] is seen in the map &amp;quot;Outback&amp;quot;, in the truck. &lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
An [[MG3]] is seen in the map &amp;quot;Kanal&amp;quot;, in a photo.&lt;br /&gt;
[[File:MG3 Black furniture.jpg|thumb|none|450px|MG3 - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Rainbowsix Kanal MG42.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
What appears to be an [[Oerlikon 20mm Cannon]] is seen in the map &amp;quot;Kanal&amp;quot;, on a poster.&lt;br /&gt;
[[File:OerlikonTwin.jpg|thumb|none|350px|Twin Mark 4 Oerlikon L70 cannons in a Mark 24 mounting with Mark 14 Gyro Gunsight - 20x110mm RB.]]&lt;br /&gt;
[[File:Rainbowsix Kanal Ship Poster.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement.&lt;br /&gt;
[[File:Rpg-7.jpg|thumb|none|450px|RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified grenade==&lt;br /&gt;
Ela's &amp;quot;Huk Sztuki&amp;quot; elite skin features a what appears to be unusable [[TD Multi Port Plus Distraction Device]].&lt;br /&gt;
[[File:TDMultiPortPlusFlashbang.jpg|thumb|none|200px|TD Multi Port Plus Distraction Device flashbang grenade]]&lt;br /&gt;
[[File:Rainbowsix Ela grenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Blackbeard's &amp;quot;Guerrilla&amp;quot; elite skin features an unusable [[AN/M14 incendiary grenade]], attached to his chest by seemingly nothing.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|200px|AN/M14 incendiary grenade (modern version with black/orange color scheme &amp;amp; [[M83 smoke grenade|M83]]-type body)]]&lt;br /&gt;
[[File:M14 Blackbeard.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
Blackbeard's aforementioned elite skin also features an unusable [[M26 hand grenade]] attached to his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Blackbeard M26.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 Hand Grenade==&lt;br /&gt;
The [[Mk 2 Hand Grenade]] appears in the game as the &amp;quot;Grenade&amp;quot; charm for weapons.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Grenade charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33 stick grenade==&lt;br /&gt;
The [[RGD-33 stick grenade]] appears in the game as the &amp;quot;Fragmentation Stick&amp;quot; charm for weapons.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 stick grenade]] &lt;br /&gt;
[[File:Rainbowsix Fragmentation stick charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M67/Mk 2 hand grenade hybrid==&lt;br /&gt;
An [[M67 hand grenade]] and [[Mk 2 hand grenade]] hybrid appears in the game as the &amp;quot;Festive Ammo&amp;quot; and &amp;quot;Missile Toe&amp;quot; charms for weapons.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade]]&lt;br /&gt;
[[File:Rainbowsix Festive ammo charm.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Missile Toe charm.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
Antique blackpowder cannons are seen on the &amp;quot;Fortress&amp;quot; map.  &lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[File:Rainbowsix Fortress Naval cannon.jpg|thumb|none|600px]] &lt;br /&gt;
&lt;br /&gt;
==Unidentified autocannon==&lt;br /&gt;
[[File:Rainbowsix Battleship.jpg|thumb|none|600px]] &lt;br /&gt;
[[File:Rainbowsix Fortress Tank.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Rainbowsix Border Tank.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1363923</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1363923"/>
		<updated>2020-08-09T23:14:19Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* AN-94 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players could create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand for almost all weapons (Infinity Ward's previous ''[[Call of Duty: Infinite Warfare]]'' also had a lot of full animation changes for its SoH analogue Dexterity, though the animation changes were less noticable and the amount of weapons with new animations was not as extensive as in MW2019), animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle (this unusual gimmick previously appeared in a more limited form in ''[[Far Cry 3]]'', ''[[Far Cry 4|4]]'', and ''[[Far Cry 5|5]]'').&lt;br /&gt;
&lt;br /&gt;
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.&lt;br /&gt;
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.&lt;br /&gt;
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.&lt;br /&gt;
* All guns that fire from an open bolt or have a double action trigger have a small delay before the gun actually fires; with the open bolt guns, the sound of the bolt dropping right before the actual gunshot can be heard.&lt;br /&gt;
*Firearms set to semi auto will play an audio effect simulating trigger reset that corresponds to the player's controller/mouse input.&lt;br /&gt;
*Muzzle devices such as compensators and brakes will alter the shape and direction of muzzle flash and gas while firing.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead).&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A3==&lt;br /&gt;
The [[Beretta M9A3]] was added in Season 3 as the &amp;quot;Renetti&amp;quot;. It has front slide serrations, the frame is extended nearly to the end of the slide, and the gun has a frame-mounted safety (left side only) similarly to the first model of the [[Beretta 92]] series. The right side of the slide is marked &amp;quot;MOD. MIKE 9 - CAL. 9mm Para&amp;quot;, a nod to its real designation and the left side states &amp;quot;MADE IN CALIFORNIA&amp;quot; and &amp;quot;SILVERFIELD USA CORP.&amp;quot; The initial drawing animation of the Beretta shows the user cocking the pistol's hammer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Renetti&amp;quot; can be turned into a pseudo-[[Beretta 93R]]: the &amp;quot;Mk3 Burst Mod&amp;quot; changes the fire mode to 3-round burst (without the possibility to switch to semi-auto during gameplay) while giving the gun a ported barrel, and the &amp;quot;FTAC SATUS CS-3&amp;quot; or &amp;quot;CS-X&amp;quot; attachment gives it a shoulder stock. The latter also adds a folding front grip, but denies the use of a laser sight on the frame rail.&lt;br /&gt;
&lt;br /&gt;
As of Season 5, the &amp;quot;Renetti&amp;quot; now uses a black slide by default.&lt;br /&gt;
[[File:M9A3 Left.jpg|thumb|none|350px|Beretta M9A3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2019 M9A3.jpg|thumb|none|600px|Note the enlarged slide stop and more circular takedown lever compared to an actual M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (1).jpg|thumb|none|600px|The &amp;quot;Renetti&amp;quot; pistol inside a garage on Backlot - it is held with more thumbs-forward grip than the other pistols. A different, higher idle position is used when the folding grip and shoulder stock are added.]]&lt;br /&gt;
[[File:MW M9A3 (2).jpg|thumb|none|600px|Aiming the Beretta.]]&lt;br /&gt;
[[File:MW M9A3 (3).jpg|thumb|none|600px|Swapping out the M9A3 style magazines. These only hold 15 rounds; the real updated magazines hold 17.]]&lt;br /&gt;
[[File:MW M9A3 (4).jpg|thumb|none|600px|Empty-reloading the pistol.]]&lt;br /&gt;
[[File:MW M9A3 (5).jpg|thumb|none|600px|Maneuvering to release the slide.]]&lt;br /&gt;
[[File:MW M9A3 (6).jpg|thumb|none|600px|Attacking the gas tank cover of a sedan with the M9A3.]]&lt;br /&gt;
[[File:MW M9A3 (7).jpg|thumb|none|600px|Holding a shoulder-stocked Beretta in a traditional fashion.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm Parabellum, for comparison.]]&lt;br /&gt;
[[File:MW Renetti 93R 1.jpg|thumb|none|600px|Reloading the 93R-style &amp;quot;Renetti&amp;quot; equipped with an additional &amp;quot;Desperado Pro Compensator&amp;quot;, &amp;quot;Lightweight Trigger&amp;quot;, and 27-round magazine. The slide gains a non-ambi fire selector that seems somewhat hard to manipulate given its size, but loses the front serrations. The barrel remains the same length, but features three cuts on the top. The trigger, which normally increases the semi-automatic pistols' rates of fire, reduces the delay between bursts as one would expect; somewhat nonsensically, however, it also somehow increases the cyclic rate of fire ''within'' each burst.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Guard One&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:Samurai Edge A.Wesker model.jpg|thumb|none|350px|Tokyo Marui airsoft replica of Albert Wesker's Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:Beretta 92FS compensator.jpg|thumb|none|350px|Beretta 92FS with attached SGS compensator - 9x19mm]]&lt;br /&gt;
[[File:MW M9A3 Guard One.jpg|thumb|none|600px|The &amp;quot;Guard One&amp;quot; blueprint for the &amp;quot;Renetti&amp;quot;, which seems to be inspired by the &amp;quot;Samurai Edge&amp;quot; Berettas of the [[Resident Evil]] series, specifically Albert Wesker's two-tone Samurai Edge. Removing the custom wood grips reveals that the blueprint's default grips are also wood, without the black inlay or gold logo.]]&lt;br /&gt;
[[File:MW M9A3 (8).jpg|thumb|none|600px|Acquiring a &amp;quot;Guard One&amp;quot; found in multiplayer. The M9A3's draw animation shows the user cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in the alpha, but this was replaced in the beta with generic &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.&lt;br /&gt;
&lt;br /&gt;
The default Desert Eagle has a unique ring shaped muzzle flash, which it also makes in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
[[File: MW DEagle (8).jpg|thumb|none|600px|An Allegiance soldier shows off his war face while dual-wielding Desert Eagles.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
&lt;br /&gt;
One of the customization options is the ability to equip the gun with a [[Glock 41]]-style slide (Gen 4 only) via the &amp;quot;Singuard Arms Advantage&amp;quot; barrel attachment, while retaining the Gen 3 frame. This is evidenced by the lack of a cut on the front top of the slide, which is present on the similar-looking Glock 34 and 35.&lt;br /&gt;
&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hand, the operator releases the slide by quickly pulling it. With Sleight of Hand, they press the slide release instead. Similar animations also appear on the Desert Eagle, the P320, and the Beretta M9A3.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
[[File:MW Glock (6).jpg|thumb|none|600px|A stocked Glock held in a more typical style.]]&lt;br /&gt;
[[File:Glock41.jpg|thumb|none|375px|Glock 41 - .45 ACP]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock equipped with a G41-like slide, a shoulder stock, a reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18C===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; barrel attachment turns the weapon into a [[Glock 18C]], indicated by the fire selector, the &amp;quot;9x19&amp;quot; markings, and the compensator cuts on the front top of the slide. These elements are merely cosmetic, as neither the fire mode, caliber or muzzle climb change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;The Howler&amp;quot;===&lt;br /&gt;
&amp;quot;The Howler&amp;quot; (a PS4 exclusive) and the &amp;quot;Impossible Task&amp;quot; blueprints have a modified slide and frame, with the former resembling that of a [[Springfield Armory XDM]] (also available on the default Glock 21 via the &amp;quot;Vanguard Elite&amp;quot; attachment), and the latter looking like that of a [[Smith &amp;amp; Wesson M&amp;amp;P]].&lt;br /&gt;
[[File:XDM5.25.jpg|thumb|none|350px|Springfield Armory XD-M 5.25 - .45 ACP]]&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 45acp.jpg|thumb|none|350px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[File:MW Glock Impossible Task.jpg|thumb|none|600px|A preview of the &amp;quot;Impossible Task&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; blueprint modification has a grip, trigger guard and accessory rail very similar to those of an [[Arsenal Firearms Strike One]], along with a custom slide. This is also the case for the &amp;quot;Quick Hit&amp;quot; and &amp;quot;Cherry Blossom&amp;quot;, and the same type of frame is used on the &amp;quot;Pegasus&amp;quot;, &amp;quot;Gemcutter&amp;quot;, &amp;quot;Greenback&amp;quot;, &amp;quot;Peace and Tranquility&amp;quot;, and &amp;quot;Guac My World&amp;quot; blueprints.&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The weapon in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
[[File:MW Strike One (5).jpg|thumb|none|600px|Drawing a pair of Strike One lookalikes; note the fingers clip with the red dot sights. Dual pistols can still be seemingly-nonsensically equipped with sights - though a single pistol can be still used and aimed while on a ladder.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in the game, and is fitted with traditional [[M1911A1]] style grips. It is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. Oddly, the chamber and tip of the barrel (the latter technically part of the slide model) are stainless, but the barrel that sticks out during empty reloads is black, despite supposedly being the same part.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below. Alongside Captain Price as a playable operator, Season 4 also adds the &amp;quot;Callous&amp;quot; blueprint, which is themed after the original Price's iconic sidearm, the original trilogy's M1911 model. &amp;quot;Callous&amp;quot; most notably features an original-style M1911 slide, with only rear vertical serrations, as well as different sights and lighter coloured grips. It does not, however, feature the original trilogy M1911's distinctive full-length guide rod, and is built on the same railed frame as this game's standard M1911 (as is required to use laser attachments). &amp;quot;Callous&amp;quot; suffers the same stainless-and-black barrel issue as the default slide/barrel models. Rather bizarrely, if the &amp;quot;Callous&amp;quot; barrel attachment (&amp;quot;.45 Compact&amp;quot; attachment, though modelled as a standard-length slide) is removed, the default slide &amp;quot;under&amp;quot; it is not the default one as one would expect, but the stainless slide and gold barrel version from &amp;quot;The Invader&amp;quot; blueprint; this is most likely a bug/oversight.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|Coalition operative Ghost wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:1911 EmptyMW2019.jpg|thumb|none|600px|In a series first, the game actually shows the slide stop on the 1911 engaging the slide on empty reloads.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
[[File:MW M1911 (7).jpg|thumb|none|600px|Equipping a pair of 1911s, which shows some clipping of the reflex sights.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; is a blueprint modification available to owners of the Operator edition. It looks similar to an STI Tactical, but has an [[STI Costa Comp Carry]] style rectangular cutout on the left side of the slide. The &amp;quot;Corax&amp;quot;, &amp;quot;Bite Strength&amp;quot; and &amp;quot;Blue Dwarf&amp;quot; blueprints also have this resemblance, and the &amp;quot;Obsidian Carat&amp;quot; has an identical frame, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
[[File:MW STI Tactical.jpg|thumb|none|600px|The &amp;quot;Blue Dwarf&amp;quot; STI-style 1911.]]&lt;br /&gt;
[[File:MW STI Tactical (1).jpg|thumb|none|600px|Reloading a &amp;quot;Javelina&amp;quot; found in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX]], identified by the optic cut on the slide, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model. The in-game model is not correctly proportioned, as it has an intermediate length and height between the full-size P320 RX and the compact version. Nevertheless, it can be modified with the correctly proportioned slide of a full-length P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the shorter frame. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It has an FDE finish, feeds from a 17-round magazine (like the full-size and carry models), and can use optional 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; mission. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.&lt;br /&gt;
&lt;br /&gt;
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually an M1911 in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|Reloading. The weapon has four underbarrel rail slots like the P320 RX Compact, yet the frame itself is longer than this model, but shorter than the full-size P320 RX.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
[[File:MW P320 (6).jpg|thumb|none|600px|Initially-equipping a pair of P320s - note the fully modeled blue trigger mechanisms.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; Wesson, while the barrel and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The trigger guard is that of a [[Colt Python]], and the default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
The game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that most filenames of this game allude to real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for &amp;quot;Colt Python&amp;quot;, which is indeed chambered in .357 Magnum. In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the &amp;quot;Hometown&amp;quot; flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. The revolver is also the weapon of choice of General Barkov, who wields it during certain cutscenes.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used and done with the right hand; with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played. The initial draw animation of the revolver shows a quick check of the cylinder.&lt;br /&gt;
&lt;br /&gt;
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in &amp;quot;Embedded&amp;quot; can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:Pythstainless6.jpg|thumb|none|375px|Colt Python Stainless Steel variant with 6&amp;quot; Barrel and Colt marked rubber combat grips - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Golem.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen which sidesteps the issue of fired/unfired rounds; however, four spent casings will end up on the ground in-world if one looks down, regardless.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; Anaconda length. Note the pins from the Anaconda, and the trigger guard from the Python. The end of the muzzle is clearly based on the Anaconda; however, the front sight and the lack of ventilated-rib point to Model 581 influence.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK has a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 K PRO G==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 K PRO G]] was included in Season 5 as the &amp;quot;ISO&amp;quot;. The model has various visual alterations, such as a slightly longer handguard, along with the upper receiver being extended to the rear, similarly to the Brügger &amp;amp; Thomet GHM9 carbine. It is depicted with a reciprocating charging handle like the original APC9 series (which didn't include a compact K variant), and the handle's length is intermediate between the original APC9 and the PRO variants.&lt;br /&gt;
&lt;br /&gt;
It is fitted with a telescoping stock by default, but can be modified with a folding stock via the &amp;quot;FTAC Vagrant&amp;quot; attachment. The barrel options are the following: &amp;quot;ISO 140mm CQB&amp;quot;, a slightly shortened barrel, &amp;quot;FSS Revolution&amp;quot;, a long barrel similar to the APC9-P carbine (but with a custom handguard extension), &amp;quot;FTAC 225mm Dominator&amp;quot;, an extended barrel of intermediate length between the full-size APC9 and the APC9-P, and &amp;quot;FSS Nightshade&amp;quot;, an integrally suppressed barrel similar to the APC9 SD.&lt;br /&gt;
&lt;br /&gt;
[[File:APC9 K PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 K PRO G - 9x19mm Parabellum]]&lt;br /&gt;
[[File:GHM9 Compact G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet GHM9 Compact G, for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File: MW APC9 (1).jpg|thumb|none|600px|Spawning in with the B&amp;amp;T APC9 - the first round is shown being chambered.]]&lt;br /&gt;
[[File: MW APC9 (2).jpg|thumb|none|600px|Captain Price with his APC9 in the Suldal Harbor map.]]&lt;br /&gt;
[[File: MW APC9 (3).jpg|thumb|none|600px|Aiming with the Magpul MBUS-esque sights, with the rear aperture graciously open.]]&lt;br /&gt;
[[File: MW APC9 (4).jpg|thumb|none|600px|Working the B&amp;amp;T's fire selector.]]&lt;br /&gt;
[[File: MW APC9 (5).jpg|thumb|none|600px|Performing a non-empty reload.]]&lt;br /&gt;
[[File: MW APC9 (6).jpg|thumb|none|600px|About to dump out an empty mag.]]&lt;br /&gt;
[[File: MW APC9 (7).jpg|thumb|none|600px|Inserting a new one, and Price uses his trigger finger to release the bolt.]]&lt;br /&gt;
[[File: MW APC9 (8).jpg|thumb|none|600px|Tapping a wall with the APC9.]]&lt;br /&gt;
[[File:APC9 Carbine.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet APC9-P carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
[[File:APC9 SD.jpg|thumb|none|450px|Brügger &amp;amp; Thomet APC9 SD - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. The &amp;quot;FORGE TAC Retribution&amp;quot; barrel attachment adds an extended barrel and a large assembly to the front of the P90.&lt;br /&gt;
&lt;br /&gt;
Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FSS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]]. As with the AUG's unique integrated scope, the reticle cannot be changed.&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot. The real integrated sight uses a circle-within-a-T shaped reticle.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
[[File:MW P90 Neutralizer.jpg|thumb|none|600px|&amp;quot;The Neutralizer&amp;quot; P90 which shows off the custom stock and waffle magazine all of the P90 blueprints have. This one is equipped with the &amp;quot;FORGE TAC Retribution&amp;quot; long barrel and handguard (not to be confused with the USNA ''Retribution'' from ''Infinite Warfare'').]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable SureFire 628 flashlight-equipped handguard. In multiplayer, the handguard can be changed with attachments: using foregrips or muzzle-mounted suppressors replaces the flashlight handguard with the standard &amp;quot;tropical&amp;quot; wide handguard with an added bottom rail. The barrel attachments &amp;quot;FSS Light&amp;quot; and &amp;quot;Monolithic Integral Suppressor&amp;quot; give the MP5 a handguard with rails on the 3, 6, and 9 o'clock positions (the latter also adds an integral suppressor).&lt;br /&gt;
&lt;br /&gt;
In addition, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign. All blueprint variants in multiplayer have SEF trigger packs, and many of them also have the M-LOK handguard. The &amp;quot;Point Blank&amp;quot; variant lacks a scope mount by default.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. Some optic attachments remove the iron sights, while others don't. Laser attachments are mounted in a laser mount added in front of the ejection port when they're used.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;FSS Mini&amp;quot; barrel attachment gives it a barrel and handguard combo similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]], and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;. The SP89-like handguard features an underbarrel rail, which is by default fitted with a handstop that is removed when a suppressor or a foregrip is used.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the [[MP5A5]]. It doesn't change the weapon model not it adds the '3-Round Burst' mode on the fire selector, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with SureFire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a partial reload; this extra step is appropriate, as loading a full magazine into a real MP5 can be difficult when the bolt is closed. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with a SureFire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War&amp;quot;. Note that the triangular part on the lower receiver is modeled on the opposite side compared to a real SEF lower.]]&lt;br /&gt;
[[Image:H&amp;amp;KSP89.jpg|thumb|none|300px|Heckler &amp;amp; Koch SP89 Pistol with factory 15-round magazine - 9x19mm]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]]. The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison. Note that the front part of the stock isn't wooden on this version.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|An MP5SD3 made from the &amp;quot;Point Blank&amp;quot; blueprint, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith. Note that a rail is added to the bottom of the MP5SD handguard.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. The MP7 has 50-round and 60-round extended magazine attachment options, both of which are fictional square drums, and appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which loosely resembles the Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7. Some optic attachments fold these down, while others remove them entirely.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game.]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].&lt;br /&gt;
&lt;br /&gt;
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.&lt;br /&gt;
&lt;br /&gt;
The “16.5&amp;quot; Factory Carbine” barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was called &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.&lt;br /&gt;
&lt;br /&gt;
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission &amp;quot;Embedded&amp;quot;.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on a dedicated mount added to the right side of the receiver when they're used, just behind the front sight.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), expect that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reoad. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover. &amp;quot;Corvus Defense&amp;quot; is written at the back of the receiver; while this is featured in-game among the fictional manufacturers, the name actually coincides with that of Corvus Defensio, a real manufacturer of accessory rails, handguards and other gun parts.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
A [[KRISS Vector]] chambered in .45 ACP was added in Season 4 as the &amp;quot;Fennec&amp;quot;. It is a hybrid between the Gen I and Gen II Vector, as it has the magwell, safety, and pistol grip of the former, but with the pivoting trigger, the ribs above the magazine release, and the lack of an opening above the barrel (for a SureFire weaponlight) of the latter. Furthermore, the &amp;quot;Fennec&amp;quot; lacks the bridge connecting the bottom of the pistol grip to the lower receiver. The lower receiver of the in-game model is also curiously shortened, to the point that the proprietary &amp;quot;Super-V&amp;quot; recoil management system of the real world Vector would not be able to function.&lt;br /&gt;
&lt;br /&gt;
The Battle Pass promo image for the Vector shows it correctly feature a 2-round burst marking between auto and semi; however, the final in-game version lacks the burst marking. This is despite the fact that one of the magazine options (like the UMP45) locks the weapon to 2-round burst, while using higher damage (hollow point) ammo. Curiously enough, the Legendary &amp;quot;Silver Fox&amp;quot; blueprint does have three selector positions, but they are incorrectly marked as Safe/Fire/Auto (the real Vector's safety lever is separate from the fire selector).&lt;br /&gt;
&lt;br /&gt;
There are two barrel attachment options for the Vector. The “ZLR 16&amp;quot; Apex” gives it a long barrel with an M-LOK handguard extension, but despite the name, it is slightly shorter than 16 inches. The “ZLR 18&amp;quot; Deadfall” gives it a barrel shroud based on that of a semi-auto Vector CRB Enhanced, though it is depicted as an integral suppressor in-game, and the length matches the real 16&amp;quot; carbine (and not the 18.6&amp;quot; Canada compliant version as the name seems to imply). The latter prevents the ability to equip muzzle attachments.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;ZLR Sabre&amp;quot; suppressor is one of the muzzle customizations, and is visually somewhat similar to the aforementioned CRB barrel shroud (albeit shorter), along with some possible inspiration from the SilencerCo Osprey suppressor. Additionally, the weapon has some stock options that are attached via an M4 stock adaptor; these include the &amp;quot;no stock&amp;quot;, which adds a detachable sling swivel like a Vector SDP pistol.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector Blank Fire with EOTech red dot sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:Vector SMG Gen II.jpg|thumb|none|450px|KRISS USA Gen II Vector - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Kyle Garrick holding a KRISS Vector in &amp;quot;The Story So Far&amp;quot; trailer.]]&lt;br /&gt;
[[File:MW2019 Vector.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW2019 Vector2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Vector (1).jpg|thumb|none|600px|The Vector SMG in-game.]]&lt;br /&gt;
[[File:MW Vector (2).jpg|thumb|none|600px|Sighting in the Vector.]]&lt;br /&gt;
[[File:MW Vector (3).jpg|thumb|none|600px|Working the side fire selector.]]&lt;br /&gt;
[[File:MW Vector (4).jpg|thumb|none|600px|Withdrawing the Vector's magazine.]]&lt;br /&gt;
[[File:MW Vector (5).jpg|thumb|none|600px|Reloading a new one.]]&lt;br /&gt;
[[File:MW Vector (6).jpg|thumb|none|600px|Pulling the charging handle...]]&lt;br /&gt;
[[File:MW Vector (7).jpg|thumb|none|600px|...or smacking the bolt release, Sleight of Hand style.]]&lt;br /&gt;
[[File:MW Vector (8).jpg|thumb|none|600px|Thumping a pillar with the Vector.]]&lt;br /&gt;
[[File:KRISS SDP II.jpg|thumb|none|400px|KRISS USA Gen II Vector SDP - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Vector SDP (1).jpg|thumb|none|600px|A Vector SDP build in Gunsmith.]]&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|500px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Vector CRB (1).jpg|thumb|none|600px|The “ZLR 18&amp;quot; Deadfall” Vector CRB fitted with a 40-round drum magazine, along with an adjustable stock reminiscent of the KRISS DS150 stock used on the post-2017 Vector CRB &amp;amp; SBR. The Magpul angled grip clips into the magwell rather than being cut down as in ''Call of Duty: Ghosts''.]]&lt;br /&gt;
[[File:MW Vector CRB (2).jpg|thumb|none|600px|A silly looking Vector with the &amp;quot;Apex&amp;quot; and &amp;quot;Sabre&amp;quot; parts, along with an [[SL8]]-style stock (which, aside from the base model, is the only one that doesn't use an M4 stock adaptor).]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel and handguard than the real weapon, along with a H&amp;amp;K UMP-like fire control group. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/carbine version (the closest match would be the UMP-like stock seen on the &amp;quot;Undertaker&amp;quot; blueprint mentioned below). It comes with 25-round .45 ACP magazines by default; these can be changed to 45-round magazines or 12-round magazines with hollow point rounds, the latter also changing the fire mode from automatic to two-round burst.&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the locked-open bolt after the last round, which does not occur on the real LWRC SMG-45. As of an update, the charging handle now stays forward, though it can still be seen dropping back in the third person world model.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; Koch UMP45]], noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP-like selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
&lt;br /&gt;
The UMP45 resemblance also applies to the later-added &amp;quot;Dream Dasher&amp;quot;, &amp;quot;Evil Manifest&amp;quot;, &amp;quot;Halcyon Days&amp;quot; and &amp;quot;Garrote&amp;quot; blueprints; the latter is fitted with the &amp;quot;FTAC Precision Fixed Stock&amp;quot;, which is visually similar to an [[MP5A2]]'s stock.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Troy Fixed HK style non-folding front sight post.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP. The charging handle now always stays forward in first person.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurred when setting the weapon to semi-auto, where the reload animations defaulted to the regular-sized magazine. This was rectified in a later patch.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] is featured in the game. It uses a 64-round helical magazine by default, and can also use a fictional 84-round magazine.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, like the Bizon-1 early models.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
[[File:MW PP-19 Chuckwalla.jpg|thumb|none|600px|The &amp;quot;Chuckwalla&amp;quot; Bizon. Some blueprints give the PP-19 a new makeover more inline with the production AK-12 series, including the pistol grip and a full length top rail. A ZenitCo style charging handle knob is also added to the bolt, as well as an ambidextrous fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the beta build of Modern Warfare 2019 erroneously used the safety as a fire selector switch. As of launch, this has been fixed.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War&amp;quot;. Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
[[File:MW Silverstar 1.jpg|thumb|none|600px|The Legendary &amp;quot;Silverstar&amp;quot; blueprint of the AUG Para featuring gold plating and a customized stock. Note the lack of the bolt release. When using Sleight of Hand, the player will still thumb it despite it not being there.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gremlin&amp;quot; blueprint, Hadir's personal rifle, has a top rail similar to that of an [[Steyr AUG A2|AUG A2]], as well as an A1/A2 flash hider.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
[[File:MW Leecher 1.jpg|thumb|none|600px|The Legendary &amp;quot;Leecher&amp;quot; blueprint features a different custom stock than the &amp;quot;Silverstar&amp;quot; above, but once again lacks the bolt release.]]&lt;br /&gt;
[[File:MW Leecher-issue.jpg|thumb|none|600px|The real AUG recoil pad is smaller than the fictitious AUG stock, which shows the exposed magazine and lack of a bolt inside the receiver.]]&lt;br /&gt;
[[File:MW Leecher 2.jpg|thumb|none|600px|Much like he has a phantom leg, Warcom operator Alex uses the phantom bolt release of the Leecher on a Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. The receiver was seemingly inspired by that of the Citori 725 Pro series, though the barrels lack the extended chokes seen on this version. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; adjustable stock. Although it might seem ridiculous to put a scope onto a shotgun, the 725 actually has the longest effective range out of any shotgun in the game, allowing it to practically snipe. Several nerfs have been implemented to remedy this, however it still remains deadly at such ranges a shotgun shouldn't be.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW Origin-12 Stealth Action.jpg|thumb|none|600px|Some blueprints of the Fostech give it cosmetically different parts, such as the &amp;quot;Stealth Action&amp;quot; show here.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW2019 Origin12Brace.jpg|thumb|none|600px|A good look at the &amp;quot;FORGE TAC Dart&amp;quot; arm brace.]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack. The drum dynamically tracks remaining rounds; it is close to empty in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12-Gauge Deputy&amp;quot; and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the &amp;quot;fully loaded&amp;quot; perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12-Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Hybrid Underbarrel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]], [[SIG SG 552]], [[Galil ACE]] and [[AN-94]] uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the [[M26 MASS]]. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
[[File:MW Masterkey (4).jpg|thumb|none|600px|As seen from the right under a SG 551.]]&lt;br /&gt;
[[File:MW Masterkey (5).jpg|thumb|none|600px|The hybrid Masterkey as seen in-game on a modified Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It is referred to as the &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the markings on the model call it the &amp;quot;Mike 2-6&amp;quot;, an obvious reference to its real name. Using some of the attachments will add a large rail interface system to the front of the M26 MASS.&lt;br /&gt;
&lt;br /&gt;
An update in April 2020 added the ability to use Dragon's Breath ammunition.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings above the trigger guard include &amp;quot;Shingletown, CA&amp;quot;; considering the Russian &amp;quot;ВЛК&amp;quot; (VLK) label on the magwell (and in the name), as well as the &amp;quot;ОРУЖИЕ&amp;quot; (weapon) marking on the rear sight, this is likely meant as an importer's mark.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Wielding a wood-furnished Remington.]]&lt;br /&gt;
[[File:MW 870 (12).jpg|thumb|none|600px|Sleight of Hand-reloading with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
[[File:Remington 870 TAC-14 DM.jpg|thumb|none|400px|Remington 870 TAC-14 DM - 12 gauge]]&lt;br /&gt;
[[File:MW 870 DM (1).jpg|thumb|none|600px|An 870 DM made from the &amp;quot;Gulf Stalker&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW 870 DM (2).jpg|thumb|none|600px|The box magazine 870 in-game.]]&lt;br /&gt;
[[File:MW 870 DM (3).jpg|thumb|none|600px|Reloading a magazine loaded with Dragon's Breath shells.]]&lt;br /&gt;
[[File:MW 870 DM (4).jpg|thumb|none|600px|Tossing out an empty mag; as with the M26 MASS, the action is opened initially.]]&lt;br /&gt;
[[File:MW 870 DM (5).jpg|thumb|none|600px|Chambering a fresh round.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar shotguns from previous ''Call of Duty'' games.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series. The AK-47 features a large assortment of attachments, allowing all sorts of configurations to be made. Some of the more notable ones available in the multiplayer Gunsmith are the following:&lt;br /&gt;
&lt;br /&gt;
*Barrel options consist of the &amp;quot;Spetsnaz Elite&amp;quot;, a railed handguard based on Midwest Industries AK Gen 2 M-LOK; “23.0&amp;quot; RPK Barrel”, an [[RPK]]-style barrel and bipod (but combined with the original AK-47's gas tube); “8.1&amp;quot; Compact Barrel”, a Krinkov-length carbine barrel (with the distinctive muzzle device by default) with a handguard that appears to be custom made, combining elements from the [[AKS-74U]] and custom built &amp;quot;AK pistols&amp;quot;; and the “23&amp;quot; Romanian” barrel, which is identical to the “23.0&amp;quot; RPK Barrel” but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
*Stock options consist of the &amp;quot;Field LMG Stock&amp;quot;, a [[PKM]]-style stock; &amp;quot;Skeleton Stock&amp;quot;, an [[AKS-74]] folding stock; &amp;quot;No Stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter; &amp;quot;FSS Close Quarters Stock&amp;quot;, an M4-type telescoping stock mounted on a stock adapter; and &amp;quot;FORGE TAC Ultralight&amp;quot;, a lightweight stock inspired by Fortis LA stock.&lt;br /&gt;
*Magazine options are: 40-round extended magazines, 75-round drum mags, and 30-round 5.45x39mm magazines.&lt;br /&gt;
&lt;br /&gt;
Using optic attachments adds a side-mounted Picatinny scope rail, using some of the underbarrel attachments replace the default wooden lower handguard with a synthetic railed one, and laser attachments are attached to the right side of the barrel right under the gas block.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time when the Russian armed forces have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be the &amp;quot;Flash Guard&amp;quot; attachment which is based on the SureFire SOCOM 3-Prong Flash Hider. However, in the final game the AK-47 uses a different flash guard.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
While the 5.45x39mm attachment normally changes the magazine without altering the rest of the gun's appearance, there is a configuration found in the singleplayer campaign that effectively turns it into an [[AK-74]] (while retaining the &amp;quot;AK-47&amp;quot; name). The telltale signs, in addition to the magazine, are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. This setup was initially exclusive to the campaign, but was later made available in multiplayer during Season 1, via the &amp;quot;Revolution&amp;quot; blueprint (by equipping the appropriate attachments on it), except that the muzzle device is different.&lt;br /&gt;
&lt;br /&gt;
An AK-47/74 hybrid is used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot;. It has the AK-74's 5.45mm magazine, stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is also equipped with the &amp;quot;Spetsnaz Elite&amp;quot; handguard, the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, and the AK-12's pistol grip (a component of the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer, described below). This version has different markings on the receiver compared to the &amp;quot;Revolution&amp;quot; variant.&lt;br /&gt;
&lt;br /&gt;
Of note is that the in-game AKs with with stamped receivers lack the additional pin for the auto sear, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode. Additionally, some of these blueprints have Romanian selector markings, but the A (full-auto) and R (semi-auto) marks are reversed, and thus the selector is shown with &amp;quot;S-R-A&amp;quot; markings as opposed to the appropriate &amp;quot;S-A-R&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
During the alpha, the standard AK-47 w/ 5.45mm ammunition was referred to as an &amp;quot;AKS-74u&amp;quot; in the multiplayer HUD, even if it weren't modified to Krinkov length as mentioned below. This was changed in the final game, with the name remaining &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne. There is a white tape wrapped around the barrel/muzzle brake assembly.]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings, the faux Midwest Industries AK Gen 2 M-LOK handguard is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; blueprint is equipped with a German folding stock by default. Combining this with the 5.45mm attachment makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's characteristic front sight block, 90 degree gas block, and muzzle brake. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock (the latter not being available to the player in the campaign). The aforementioned &amp;quot;Revolution&amp;quot; blueprint is essentially modeled after Farah's weapon, but with a different muzzle device.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel), and is fitted with the same railed handguard, along with an &amp;quot;FSS Close Quarters Stock&amp;quot; attachment. The later two can be removed to give the AK its original stock and handguard. The stamped receiver/original AK barrel combination also applies to the &amp;quot;Black Bear&amp;quot;, &amp;quot;Sand Sweeper&amp;quot;, &amp;quot;War Saw&amp;quot; and &amp;quot;Dusk Ripper&amp;quot; blueprints added post-release, the latter also having an MPi-KMS-72 style stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKM TOB MW2019.jpg|thumb|none|600px|Equipping the &amp;quot;Operator Foregrip&amp;quot; (modeled after the TangoDown Stubby vertical grip) switches the operator's grip from a conventional hold on the handguard to a C-clamp grip. This does not apply to other foregrips available in game.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used, along with a white tape wrapped around the magazine.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the final game has the fire selector set to the correct position, and Infinity Ward stated that the bolt issue has been fixed. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith. A similar build was made available post-release as a blueprint called &amp;quot;RPK&amp;quot; (with darker wood furniture), although it retains the standard AK-47's milled receiver (as well as its gas tube shown here).]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the “23&amp;quot; Romanian” barrel assembly and a side folding stock. The 40-round extended magazine is equipped, which prior to Season 3 was based off of a polymer ISD Bulgaria &amp;quot;Polymaggs&amp;quot; 7.62x39mm magazine. The current 40 round magazine model is based on the ISD Bulgaria slab side polymer magazine, while the original model is still used by the Steel Curtain blueprint. Both are still the same length as regular 30-round magazines.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot; and other similar blueprints), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FSS Close Quarters Stock&amp;quot; resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|The SC-2026C lookalike in Gunsmith. It still has wooden furniture, and is fitted with a left-side dovetail mount for optics like the base AK-47.]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|When no muzzle attachment is selected, the “8.1&amp;quot; compact barrel” has a Krinkov muzzle. The &amp;quot;no stock&amp;quot; attachment on this compact carbine gives it an appearance somewhat reminiscent of the Arsenal SAM7K.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with the “8.1&amp;quot; Compact Barrel” as well as the &amp;quot;Skeleton Stock&amp;quot;, creating a reasonable approximation of the [[AKS-74U]]. This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved in multiplayer by equipping the appropriate attachments on the blueprints that have stamped receivers. The AKS-74U style configuration is seen by default on the following blueprints: &amp;quot;Upper Hand&amp;quot; (with no stock), &amp;quot;Duly Devoted&amp;quot;, &amp;quot;Last Rites&amp;quot;, and &amp;quot;Black Cat&amp;quot; (with an MPi-style stock).&lt;br /&gt;
&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver. Note the unique black handguards on these versions found in the story.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
[[File:MW AKS-74U (1).jpg|thumb|none|600px|Gunsmith view of an AKS-74U made from the &amp;quot;Steel Curtain&amp;quot;. Because there are no attachments that modify the standard AK leaf sight in ''Modern Warfare'', all of the AKS-74U approximations have to use it as opposed to a real AKS-74U's flip-up rear sight (similar to the [[Metro]] games).]]&lt;br /&gt;
[[File:MW AKS-74U emblem.jpg|thumb|none|600px|An image of an actual AKS-74U (with the proper folding stock hardware at the back of the receiver and flip-up rear sight) can be seen in the background of unlockable emblems from Season 3.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the stamped-receiver blueprints with the “8.1&amp;quot; Compact Barrel” and &amp;quot;Skeleton Stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an approximation of the [[AKMSU]].&lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip. Note the full-size AK rear sight that has been retained.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] was introduced as a Battle Pass reward with Season 5. It has a rear sight and open front sight from earlier Nikonov prototype assault rifles. As with ''[[Call of Duty: Black Ops II]]'', the AN-94 is set to full auto by default and the first two shots fired are in hyperburst mode, though at 900 RPM rather than 1800 RPM on the actual weapon; using the selector will set the rifle to the burst-only firemode.  Due to a bug or oversight, however, the in-game weapon actually fires a THREE-round hyperburst while in full auto, with the cyclic ROF actually ramping up for the third shot, going from 900 &lt;br /&gt;
to anywhere between 1200 - 1440 RPM depending on framerate, before dropping to the full-auto ROF from the fourth shot on.  It also uses a non-standard cylindrical flash hider by default, but the correct AN-94 muzzle device can be equipped as the &amp;quot;AN-94 Sonic Brake.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It feeds from transparent 5.45 30-round magazines by default, and can take an [[RPK-74M]] extended 45-round plum magazine or a 6L31 60-rounder quadstacked magazine. The stock can also be folded or replaced with a clubfoot version resembling the later production models, or be replaced with other AR-like stocks and an AKS-74 wire stock. As with other post-release assault rifles, the underbarrel grenade launcher is a Madbull XM203, but this one comes with an added pistol grip to resemble the correct GP-series grenade launcher that is not used for whatever reason.&lt;br /&gt;
[[File:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|none|450px|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[File: MW AN-94 (1).jpg|thumb|none|600px|Initially equipping the AN-94 with an overhand bolt pull.]]&lt;br /&gt;
[[File: MW AN-94 (2).jpg|thumb|none|600px|The Nikonov in idle. Note the rear sight and open front sight from earlier Nikonov prototypes.]]&lt;br /&gt;
[[File: MW AN-94 (3).jpg|thumb|none|600px|As with previous iterations in the series, the AN-94 has a non-standard rear sight, although this iteration seems to be based on the production AK-12/15 rear sight.]]&lt;br /&gt;
[[File: MW AN-94 (4).jpg|thumb|none|600px|Using the fire mode selector.]]&lt;br /&gt;
[[File: MW AN-94 (5).jpg|thumb|none|600px|A view of the partially-depleted magazine at the start of a tactical reload. Note the &amp;quot;СДЕЛАНО В КАСТОВИИ&amp;quot; markings which is Russian for &amp;quot;Made in Kastovia&amp;quot; (the fictitious location where the majority of Modern Warfare's multiplayer maps and the Battle Royale mode take place; a campaign level select screen indicates &amp;quot;Kastovia&amp;quot; is actually located in Azerbaijan).]]&lt;br /&gt;
[[File: MW AN-94 (6).jpg|thumb|none|600px|Reloading with both mags sandwiched together, the old one is upside down.]]&lt;br /&gt;
[[File: MW AN-94 (7).jpg|thumb|none|600px|Kicking out an old magazine, very ''Battlefield 3/4'' style.]]&lt;br /&gt;
[[File: MW AN-94 (8).jpg|thumb|none|600px|Although the action is rechambered underhand style unlike the draw animation and the previously mentioned games.]]&lt;br /&gt;
[[File: MW AN-94 (9).jpg|thumb|none|600px|Melee-ing gives also gives a good view of the dynamic 5.45 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that it is manufactured by VLK like the other Russian weapons.&lt;br /&gt;
&lt;br /&gt;
It holds 20 rounds in a magazine modeled after a 10-rounder, and has extended mags options of 25 and 30 rounds (the latter in a 20-round magazine). The ASh-12 also uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top, grenade launcher and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh-12's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
[[File:MW2019MinotaurOdin.jpg|thumb|none|600px|Operator Minotaur shows off his guns and the right side of the weapon.]]&lt;br /&gt;
[[File:MW Oden The Liar.jpg|thumb|none|600px|&amp;quot;The Liar&amp;quot; blueprint of the ASh-12, which features a very small magazine model for the standard 20-rounder; a 12.7mm magazine of this size wouldn't be holding more than 5 rounds.]]&lt;br /&gt;
[[File:MW Oden Carbon Bear (1).jpg|thumb|none|600px|A stylized Oden as seen with the &amp;quot;Carbon Bear&amp;quot; blueprint, which gives it a forend somewhat similar to the integrally-suppressed Desert Tech MDR. The &amp;quot;Black Asp&amp;quot;, &amp;quot;Ground Splitter&amp;quot;, and &amp;quot;Krampus&amp;quot; blueprints also use the alternate chassis. An unused, small reciprocating charging handle is also present on the left side.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the longer-barreled [[M4A1]]. By default, it is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, VLTOR BCM Gunfighter Mod 3 charging handle and Magpul ASAP ambi sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan BCM B5 Enhanced SOPMOD buttstock, tan A2 pistol grip, tan Magpul Gen 3 windowed PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can also be converted to use .458 SOCOM ammunition. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The &amp;quot;Burst&amp;quot; perk changes the full-auto mode to 3-round burst (like a Colt Model 935), though the in-game model still has full-auto selector markings. The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt_m4_commando_03.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The RO933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMAGs. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the FORGE TAC markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover. Also note the fire selector markings: the semi-auto position is marked &amp;quot;Fire&amp;quot; (which is normally seen on civilian rifles) as opposed to &amp;quot;Semi&amp;quot; on real select-fire ARs. Nevertheless, some blueprint variants such as the &amp;quot;Thunderclap&amp;quot; and &amp;quot;Grail Quest&amp;quot; have the appropriate markings.]]&lt;br /&gt;
[[File:MW M933 Fog of War.jpg|thumb|none|600px|Loading a unique flashlight-equipped 933 taken from one of the Marine Raiders in the opening mission.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher. The semi-auto marking is missing from the left side of the base weapon.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including &amp;quot;The Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator on roadblock duty loads his .458 SOCOM R0933 equipped with the &amp;quot;Commando Foregrip&amp;quot;, which resembles a Magpul Angled Foregrip.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some visual features reminiscent of this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FSS 11.5&amp;quot; Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular A2 standard front sight base when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''Call of Duty 4''.]]&lt;br /&gt;
[[File:MW Mk18 Carry Handle.jpg|thumb|none|600px|A carry handle equipped Mk 18 Mod 0 made from the &amp;quot;Jumping Spider&amp;quot; blueprint. Prior to Season 5, the magazine and stock had the same tan color seen above but are now recolored black. The same color change is also present on the KAC rail cover on the 933's RIS II.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; barrel attachment (the latter having an M203 heat shield), this makes it resemble an [[M16A3]] (Colt Model 901). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above.&lt;br /&gt;
&lt;br /&gt;
Just like the base weapon, it can be fitted with a 3-round burst customization (like an [[M16A4]]), while visually retaining the full-auto selector markings. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock. &amp;quot;The Breakup&amp;quot;, &amp;quot;Jumping Spider&amp;quot; and &amp;quot;Grail Quest&amp;quot; blueprints also add the carry handle, but with different paint schemes and attachments. The &amp;quot;Kingly Splendor&amp;quot; blueprint features STANAG magazines.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the SureFire MAG5-based 50-round magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|An M16 build made from the OG blueprint. Note the reworked carry handle, which resembles a G36's scoped carry handle with the front end cut out, and another cutout is present along the rail. The RIS mount knobs are on the right-hand side, opposite of the real version.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW M16 OG (1).jpg|thumb|none|600px|An unmolested &amp;quot;OG&amp;quot; M16.]]&lt;br /&gt;
[[File:MW M16 OG (2).jpg|thumb|none|600px|Looking through the carry handle rear sight.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FSS 11.5&amp;quot; Commando” attachment, this makes it resemble a [[Colt 9mm SMG]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A TangoDown Stubby foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the rest of the receiver is completely unchanged, retaining the base weapon's forward assist, case deflector, and bolt carrier group, the latter indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; blueprint of the R0991, which features a unique lower receiver. Note how the conversion uses its own unique magazines rather than sharing the same ones from the Uzi.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with raised area surrounding the magazine catch like the standard M4 or the Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.&lt;br /&gt;
&lt;br /&gt;
It is equipped with magazines based on Magpul PMAGs, a laser pointer inspired by the AN/PEQ-15, and an angled foregrip based on the Magpul AFG.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group, unlike the standard &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the raised area around the magazine catch like the M4 or the Noveske N4. On this blueprint (and on some other ones like the &amp;quot;Zip Tie&amp;quot;), the appropriate &amp;quot;Semi&amp;quot; marking is used, but the &amp;quot;Safe&amp;quot; and &amp;quot;Auto&amp;quot; markings are reversed, with the fire selector pointing towards the user but somehow set to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMAGs.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the “FSS 14.5&amp;quot; Tac Lite” barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard “FSS 14.5&amp;quot; Tac Lite” handguard.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Carbine===&lt;br /&gt;
The &amp;quot;Task Force&amp;quot; blueprint added in March 2020 is modeled after an actual [[M4A1]]. It largely resembles the weapon seen in ''[[Modern Warfare 2]]'', though it is depicted with a KAC RAS with incorrect six vents instead of MW2's A.R.M.S. #50C-TR S.I.R. It is equipped with the same A.R.M.S. #40L/PRI folding sights setup as in MW2 complete with a KAC foregrip. The charging handle appears to be inspired by Aero Precision Charging Handle and BCM Gunfighter.&lt;br /&gt;
&lt;br /&gt;
Prior to this, an M4A1 carbine was seen in a piece of promotional artwork. The deluxe preorder bonuses include a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2019 TaskForce.jpg|thumb|none|600px|The &amp;quot;Task Force&amp;quot; blueprint. Note that instead of the original MW2 M4A1 A.R.M.S. S.I.R. rail system, this version has a KAC RAS with the typical ''Call of Duty'' six vent treatment, and has a non-standard charging handle like the other &amp;quot;M4A1&amp;quot; variants. Also note that the rear sight is more closely modeled after the real thing in comparison to the pseudo A.R.M.S. #40L seen on the &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW2019 TaskForce2.jpg|thumb|none|Full view of &amp;quot;Task Force&amp;quot; which more or less has the same setup as the M4A1 in ''Modern Warfare 2'' bar for the handguard. Also note the faux ridges and the vertical cutout instead of the proper horizontal on the &amp;quot;totally not 6 position stock&amp;quot;.|600px]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|600px|An operator holding an M4A1 in a piece of promotional art; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights by default. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in previous ''Call of Duty'' games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS.]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch. In reality, this would switch between burst-fire and full-auto.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
[[File:FAMAS G1.jpg|thumb|none|450px|FAMAS G1 - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAMAS G1.jpg|thumb|none|600px|A yet-unreleased FAMAS G1 blueprint in an intro screen to the armory.]]&lt;br /&gt;
[[File:MW FAMAS Hybrid.jpg|thumb|none|600px|A FAMAS blueprint released in Season 4 simply labeled &amp;quot;Fractured&amp;quot; includes the G1 style triggerguard and the Valorisé upper receiver discussed below, a similar configuration seen in recent [[Battlefield]] games.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; and &amp;quot;Code Breaker&amp;quot; blueprints convert the base FAMAS into a prototype [[FAMAS FÉLIN|FAMAS Valorisé]], albeit with some cosmetic modifications. &lt;br /&gt;
&lt;br /&gt;
[[File:FamasFelin.jpg|thumb|none|400px|FAMAS Valorisé prototype with SCROME J4 scope - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith with an EOTech HHS and vertical grip.]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; in a preview. Note the alternate stock and receiver designs and that the weapon still uses ACR gas block and Advanced Armament Blackout Muzzle Brake, but at least it's gold-plated now.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (1).jpg|thumb|none|600px|Chamber-checking the &amp;quot;Code Breaker&amp;quot;.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (2).jpg|thumb|none|600px|The low-profile FAMAS in idle - compared to the above images, it is held a bit higher up.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (3).jpg|thumb|none|600px|Looking down the sights.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (4).jpg|thumb|none|600px|Inserting a magazine in the empty reload.]]&lt;br /&gt;
[[File:MW FAMAS Valorise (5).jpg|thumb|none|600px|Chambering the Valorisé.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games. The weapon is depicted with &amp;quot;S-E&amp;quot; selector markings like the Austrian StG 58 variant, but their positions are incorrect, as they are supposed to be behind the selector switch (and with the S above the E). The selector lever is set to safe, though in the currently shown position it would be pointing towards the full-auto setting on a real FAL.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:516-P-FDE detail-R.jpg‎|thumb|450px|none|SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note that like in BO2, the magazine release is actutated with the operator's finger instead of with the magazine like in MW2. Also note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab. This variant has selector markings similar to those of an original FAL, but still incorrectly positioned. In place of the currently shown &amp;quot;A-S&amp;quot; marks, there should be &amp;quot;S-R&amp;quot; markings, and the &amp;quot;A&amp;quot; should be in front of the selector switch (full-auto position).]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. &amp;quot;The Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design (which either has no length of pull adjustment or it works like an ACR stock), the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check by pulling on the charging handle with their left thumb. A slightly different chamber check animation where the user pulls the charging handle with their entire left hand is used when the underbarrel grenade launcher is equipped.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Like the &amp;quot;M4A1&amp;quot;, the magazine release is animated.&amp;lt;br&amp;gt;&lt;br /&gt;
* The elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* There is a vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* The fire selector positons have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* There are &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty. With the UBGL, the user smacks the bolt release, and some variants use a more forceful smack.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and the receiver vaguely resembles a [[CZ 805 BREN]] or Imperial Arms CypherX 17 replacement receiver. All cosmetically modified upper/lower receivers from blueprints based off of the &amp;quot;Traitor&amp;quot; will have misaligned bolt release paddles and will feature a visible gap if mated up with a &amp;quot;base&amp;quot; SCAR upper/lower receiver. ]]&lt;br /&gt;
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
[[File:MW SCAR-SC (3).jpg|thumb|none|600px|The SCAR-SC build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed. The rifle features its integrated optics as attachment options, which are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality. While the optics do include the forward carry handle element, they're mounted ''below'' the optics instead of above.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Necrosis&amp;quot; blueprint, which is a very rare example of a blueprint in a standard finish with no embellishments, features a low-profile short rail instead of the full-length G36C carry handle, as well as a rather styled handguard, different stock, and different fictionalized take on the receiver. The reciever is about the same level of fictionalized as the main/normal model, though in different areas; some parts are more authentic (upper half of the receiver, a visible-from-the-outside operating rod, a brass deflector) while other parts are more fictionalized (lower half of the reciever, the folding part of the charging handle).&lt;br /&gt;
&lt;br /&gt;
The most notable trait of the &amp;quot;Necrosis&amp;quot; model is it's clearly designed to be the model used with the integrated optics, properly bridging the gap in the rails and being a carry handle, instead of being awkwardly squished directly into the G36C top rail.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note that almost every detail on the weapon has been fictionalized to varying degrees. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope. Unlike the unique sights of the AUG and P90, both of the G36 scopes can have their reticles changed.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Necrosis 1.jpg|thumb|none|600px|The &amp;quot;Necrosis&amp;quot; blueprint with no attachments. Note the alternate integrated bipod model, still just as unusable. Its stock better matches the real stock's silhouette, though it's filled in and features an adjustable cheek riser; it also now has an actual button to fold the stock.]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint, which uses the normal-model stock.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the one modeled after the upper reflex sight.]]&lt;br /&gt;
[[File:MW G36K Necrosis 1.jpg|thumb|none|600px|The exact same build (apart from the buttplate) on the &amp;quot;Necrosis&amp;quot; blueprint, showcasing the difference in reciever designs.]]&lt;br /&gt;
[[File:MW G36K Necrosis 2.jpg|thumb|none|600px|The above example at an angle, to better show how the integrated optics actually fits properly on this blueprint.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, modeled after the real lower optic, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
[[File:MW G36K Necrosis 3.jpg|thumb|none|600px|Sprinting with a &amp;quot;Necrosis&amp;quot; G36K fitted with an integral optic, looking ''dramatically'' better than mounted on the G36C rail.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
[[File:MW G36C Colonial Standard.jpg|thumb|none|600px|The [[Aliens]] [[M41A Pulse Rifle]]-inspired &amp;quot;Colonial Standard&amp;quot; G36C included in the &amp;quot;Earth Expeditionary Force&amp;quot; bundle, which also includes a Ripley-themed uniform for SAS character Charly. &amp;quot;Adios&amp;quot; is also from one of the film's M56 Smart Guns.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock. Some blueprints such as the &amp;quot;Union Black&amp;quot; and &amp;quot;Berliner&amp;quot; give the laser aiming modules pressure pads, attached to the handguard mounted rails (the LAMs on these versions also sit on top instead of the right side rail seen below).&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues. Also note the Picatinny rail section attached onto the HKey slots, which mounts laser attachments.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Galil ACE==&lt;br /&gt;
A 7.62x39mm fully-automatic [[IWI Galil ACE]] was added in Season 4 as the &amp;quot;CR-56 AMAX&amp;quot;. By default, it is depicted with an 11.8&amp;quot; barrel, which isn't present on real Galil ACEs of that caliber, but is actually used on the civilian ACE GAR51SBR chambered in 7.62x51mm NATO. Nevertheless, one of the barrel attachments, the “FSS 8.3&amp;quot; Intruder”, gives it a more appropriate 8.3&amp;quot; barrel which is used on the civilian GAR39SBR (7.62x39mm), and is very slightly shorter than the military 8.5&amp;quot; Galil ACE 31.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;CR-56 EXO&amp;quot; attachment gives it a folding stock similar to the original [[Galil#Galil AR|IMI Galil]], and the &amp;quot;XRK Zodiac S440&amp;quot; barrel attachment gives it a long barrel and a front sight reminiscent of it as well, along with a [[Beretta AR-70/223]]-like handguard.&lt;br /&gt;
&lt;br /&gt;
In an exception to all select-fire assault rifles released so far, the Galil in-game lacks the ability to select between automatic and semi-automatic fire modes. Instead, equipping the weapon with 10-round magazines of 7.62x39mm M67 Yugoslavian ammunition restricts the fire mode to semi-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:Galil ACE 32 sb.jpg|thumb|none|450px|IWI Galil ACE 32, earlier version with 15&amp;quot; barrel - 7.62x39mm]]&lt;br /&gt;
[[File:ACE GAR51.jpg|thumb|none|450px|IWI Galil ACE GAR51SBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 GalilACE.jpg|thumb|none|600px|The Galil ACE with its default 11.8&amp;quot; barrel. Note how it also uses an [[AK-12]]/AK-15 like round buffer telescoping stock.]]&lt;br /&gt;
[[File:MW2019 GalilACE1.jpg|thumb|none|600px|The lower receiver has a bit of resemblance to both the 7.62x39 [[Bushmaster ACR]] lower and the [[AK-Alfa]]. A left side safety is completely absent, though.]]&lt;br /&gt;
[[File:MW ACE (1).jpg|thumb|none|600px|The Galil ACE on the reimagined &amp;quot;Hardhat&amp;quot; map from ''MW3.'']]&lt;br /&gt;
[[File:MW ACE (2).jpg|thumb|none|600px|Aiming the Galil ACE.]]&lt;br /&gt;
[[File:MW ACE (3).jpg|thumb|none|600px|Throwing aside a spent magazine.]]&lt;br /&gt;
[[File:MW ACE (4).jpg|thumb|none|600px|About to rock in another.]]&lt;br /&gt;
[[File:MW ACE (5).jpg|thumb|none|600px|Working the ACE's action.]]&lt;br /&gt;
[[File:MW ACE (6).jpg|thumb|none|600px|Stock attack of the Galil.]]&lt;br /&gt;
[[File:MW19 ACE Vector 01.jpg|thumb|none|600px|Price holding a Galil in &amp;quot;The Story So Far&amp;quot; trailer.]]&lt;br /&gt;
[[File:ACE GAR39.jpg|thumb|none|400px|IWI Galil ACE GAR39SBR - 7.62x39mm]]&lt;br /&gt;
[[File:MW ACE 31 (8).jpg|thumb|none|600px|Spetsnaz character Bale holding a Galil ACE fitted with the “FSS 8.3&amp;quot; Intruder” barrel, a classic folding stock, a Kobra red dot sight, and a 45-round extended magazine.]]&lt;br /&gt;
[[File:MW ACE The Divide.jpg|thumb|none|600px|&amp;quot;The Divide&amp;quot; Galil ACE with the GAR39SBR-like barrel and forend.]]&lt;br /&gt;
[[File:GalilAR.jpg|thumb|none|450px|IMI Galil AR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW ACE (7).jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The TAR-21's Meprolight reflex sight appears as an attachment unique to this rifle, mounted alongside a 4x magnifier. The magnifier is fixed rather than being toggleable, and as such the optic is always a 4x scope in practical terms.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture, for comparison - .223 Remington]]&lt;br /&gt;
[[File:MW Masterkey (5).jpg|thumb|none|600px|Reloading the Tavor fitted with the &amp;quot;Eclipse&amp;quot; barrel and other attachments.]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
The Bipod attachment gives the Kar98k the folding monopods from an [[Arisaka Type 99]] rifle. Almost all of the blueprints for the rifle give it a modernized synthetic replacement stock.&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Talsik Backlot level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FSS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FSS Raider Chassis Elite&amp;quot;.]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FSS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
Some blueprints give the Marlin brown wood furniture. Other blueprints give the rifle a skeletonized stock, a Midwest Industries M-LOK forend, and a different set of iron sights.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13&amp;quot;.]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MCX VIRTUS Patrol.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS Patrol - 5.56x45mm NATO, for comparison]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel, which is slightly shorter than an actual VIRTUS Patrol.]]&lt;br /&gt;
[[File:MW MCX lb.jpg|thumb|none|600px|At the opposite end of the scale, the Season 2 roadmap showed operator Ghost holding a version that is ''longer'' than the real MCX Patrol.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Sling.jpg|thumb|none|600px|A stockless MCX here showing a single-point sling unique to third person models - though it is hooked into the side of the receiver rather than the rear mount.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MCX Clean House.jpg|thumb|none|600px|Garrick's unique &amp;quot;M13&amp;quot; that uses the same parts as the above multiplayer version, as seen through NODS in the &amp;quot;Clean House&amp;quot; mission. The SAS team on the stairs are wielding integrally suprressed, collapsible stock-ed HK433s.]]&lt;br /&gt;
[[File:MW Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card. Its presence next to an MP5 and an MP7 would imply it to be an MPX, possibly indicating that it was planned to be one at some point (or that the MPX would've been an available conversion of the MCX).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail  - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “Tempus 26.4&amp;quot; Archangel” attachment gives the weapon a full-sized barrel and custom full-length handguard, effectively converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]]. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FSS 20.8&amp;quot; Nexus” barrel attachment gives the weapon a medium-sized barrel and handguard, effectively turning the gun into a [[SIG SG 551]]. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith. Like the SG 550 build, it retains the SG 552-style style charging handle.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M59/66 SKS==&lt;br /&gt;
The [[Zastava M59/66]], a Yugoslavian variant of the SKS, was added to the marksman rifles class in Season 3, simply named the &amp;quot;SKS&amp;quot;. It is identified as an M59/66 due to the shape of the gas block, along with the bayonet lug underneath underneath the front sight, though the distinctive rifle grenade launcher at the end of the barrel has been replaced by a similarly shaped muzzle device. The weapon uses aftermarket detachable magazines rather than stripper clips or loose rounds; it holds 20 rounds, and can optionally use 10 and 30-round magazines. By default, it is fitted with a furniture similar to the Tapco Intrafuse Stock System, albeit with a triangular folding stock; the &amp;quot;SKS rifle stock&amp;quot; attachment gives it a standard stock and wood furniture. The &amp;quot;FTAC Landmark&amp;quot; and “22&amp;quot; FSS M59/66” barrels include extended metal heatshields resembling earlier Russian self-loading rifles.&lt;br /&gt;
&lt;br /&gt;
Oddly, the SKS uses Western style suppressors instead of the PBS variants used with Russian style firearms such as the AK-47 or the SVD.&lt;br /&gt;
[[File:Sks tapco stock.jpg|thumb|none|450px|Zastava M59/66 with Tapco Intrafuse Stock System - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M56 66.jpg|thumb|none|600px|The M59/66 SKS in its base form, with a polymer chassis and side folding skeleton stock.]]&lt;br /&gt;
[[File:MW SKS (1).jpg|thumb|none|600px|A view of the SKS's other side. It has a non-standard cleaning rod along the side of the barrel assembly similar to the [[Simonov AVS-36]].]]&lt;br /&gt;
[[File:MW SKS (2).jpg|thumb|none|600px|The SKS in a semi-wooded area.]]&lt;br /&gt;
[[File:MW SKS (3).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW SKS (4).jpg|thumb|none|600px|Performing a tactical reload with the Yugo SKS. Presumably, the bolt has been modified to allow for magazines to be removed while the bolt is closed.]]&lt;br /&gt;
[[File:MW SKS (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SKS (6).jpg|thumb|none|600px|Rechambering the SKS. This is also its equip animation.]]&lt;br /&gt;
[[File:MW SKS (7).jpg|thumb|none|600px|Thumping a fence with the side-folding stock.]]&lt;br /&gt;
[[File:SKS Fab Defence UAS Stock.jpg|thumb|450px|none|SKS with Fab Defence UAS Stock  - 7.62x39mm]]&lt;br /&gt;
[[File:MW SKS (12).jpg|thumb|none|600px|The &amp;quot;FTAC Hunter-Scout&amp;quot; stock option for the SKS, which resembles the FAB Defense aftermarket stock.]]&lt;br /&gt;
[[File:MW SKS (10).jpg|thumb|none|600px|Knocking out a ten-shot magazine with the Sleight of Hand reload.]]&lt;br /&gt;
[[File:MW SKS (11).jpg|thumb|none|600px|Using said perk results in the bolt being pulled in an underhand fashion.]]&lt;br /&gt;
[[File:YugoSKS.jpg|thumb|none|450px|Zastava M59/66 - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 M59.jpg|thumb|none|600px|The M59/66 with a classic cherry wood stock.]]&lt;br /&gt;
[[File:MW SKS (8).jpg|thumb|none|600px|The wood stock-ed SKS with its unique PU scope attachment. Originally, a modern RIS rail was attached to the receiver despite the presence of a side bracket mount. The rail was removed in the 1.20 update in April 2020.]]&lt;br /&gt;
[[File:MW SKS (9).jpg|thumb|none|600px|Looking through the PU reveals much more modern reticle.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX-50 Gunsmith.jpg|thumb|none|600px|The AX50 in gunsmith, showing some cosmetic differences compared to the reference image.]]&lt;br /&gt;
[[File:MW AX-50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (scope).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
[[File:MW AX50 (7).jpg|thumb|none|600px|The Sleight of Hand reload, with the rifle kept leveled forward.]]&lt;br /&gt;
[[File:MW AX-50 Corpse Maker.jpg|thumb|none|600px|The alternate AX50 chassis as seen with the &amp;quot;Corpse Maker&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett XM109==&lt;br /&gt;
The [[Barrett XM109]] was added during Season 4 as the &amp;quot;Rytec AMR&amp;quot;. It lacks the recoil reducing springs on the handguard, like the earlier XM109, but has a full-length rail and a muzzle brake reminiscent of the later model. Like many weapons in the game, the actual trademarks on the weapon model are closer to its real name, in this case &amp;quot;Model 94A2&amp;quot;. While &amp;quot;M94A2&amp;quot; is not its real designation, this is a nod to the year the project was started, 1994, and being (mostly) modeled after the later version of the rifle, thus &amp;quot;A2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It uses .50 BMG ammunition by default, but can be modified fire 25x59mm rounds in high-explosive or &amp;quot;thermite&amp;quot; form. It can also be fitted with an earlier-style muzzle brake via the &amp;quot;XRK Tank Brake&amp;quot; attachment, or a Barrett QDL-esque suppressor. The rifle comes with an XM109 length barrel by default, and can be equipped with the longer &amp;quot;FTAC Seven Straight&amp;quot; barrel, which combined with ''not'' using the 25mm grenade ammo effectively makes it an M82 series rifle build (though with only five-round mags, instead of ten-rounders).&lt;br /&gt;
[[File:SoldierTech XM109-2.jpg|thumb|none|450px|Barrett XM109 - 25x59mm]]&lt;br /&gt;
[[File:Xm109 2.jpg|thumb|none|450px|Later Barrett XM109 with Barrett BORS ballistic computer - 25x59mm. Note the new handguard with bulges for additional recoil springs, full-length rail and M107A1-style muzzle brake]]&lt;br /&gt;
[[File:MW2019 XM109.jpg|thumb|none|600px|The base &amp;quot;Rytec AMR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW2019 XM109 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Barrett (1).jpg|thumb|none|600px|The Barrett rifle on the standalone version of the &amp;quot;Scrapyard&amp;quot; map recreated from ''MW2''.]]&lt;br /&gt;
[[File:MW Barrett (2).jpg|thumb|none|600px|The view through the default scope.]]&lt;br /&gt;
[[File:MW Barrett (3).jpg|thumb|none|600px|Removing the magazine in an unusual manner.]]&lt;br /&gt;
[[File:MW Barrett (4).jpg|thumb|none|600px|Rocking in a new one.]]&lt;br /&gt;
[[File:MW Barrett (5).jpg|thumb|none|600px|Chambering the Barrett. This is also its draw animation.]]&lt;br /&gt;
[[File:MW Barrett (6).jpg|thumb|none|600px|Performing anti-materiel work on a partial Jersey barrier in a manner that the &amp;quot;Rytec&amp;quot; advertisers probably didn't have in mind.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle with some elements (such as the magwell) that appear to be similar to the Victrix Corvus. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from the Victrix Armaments Minerva series, and a KeyMod handguard loosely inspired by the Sureshot Armament Group SVD Chassis. The pistol grip is inspired by the Stark Equipment grips.&lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different receiver and handguard, as well as a skeletonized wooden thumbhole stock, is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Victrix Corvus.jpg|thumb|none|450px|Victrix Corvus - .50 BMG]]&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2019 HDRgunsmith.jpg|thumb|none|600px|The &amp;quot;HDR&amp;quot; in Gunsmith.]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in-game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading. Note the Russian &amp;quot;ВЛК&amp;quot; (VLK) markings on the receiver. Conversely, &amp;quot;First Signal Solutions LLC&amp;quot; is written on the magwell, referring to FSS, another fictional manufacturer featured in-game.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting a boulder with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
[[File:MW HDR Gunsmith.jpg|thumb|none|600px|A Gunsmith preview of &amp;quot;Hadir's Right Hand&amp;quot;.]]&lt;br /&gt;
[[File:MW HDR (7).jpg|thumb|none|600px|&amp;quot;Hadir's Right Hand&amp;quot; in multiplayer.]]&lt;br /&gt;
[[File:MW HDR (8).jpg|thumb|none|600px|Reloading Sleight of Hand style - note the different style of receiver and forend.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith. The folding bipod has been updated to a deployed RPK-like bipod.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore&amp;quot;. The Sleight of Hand reloads for all three sniper rifles are done at a low position instead of right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M134 Minigun (1).jpg|thumb|none|600px|Third-person view of the Minigun, note the short belt of 7.62 NATO.]]&lt;br /&gt;
[[File:MW M134 Minigun (2).jpg|thumb|none|600px|Wielding the M134.]]&lt;br /&gt;
[[File:MW M134 Minigun (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Minigun.]]&lt;br /&gt;
[[File:MW M134 Minigun (4).jpg|thumb|none|600px|Melee-ing results in thrusting the barrel cluster forward.]]&lt;br /&gt;
&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] was added during Season 3 as the &amp;quot;Bruen Mk9&amp;quot;. It is modeled with a handguard inspired by that of the FN Minimi Mk3, along with an [[M240 machine gun|M240]]-like stock. It can use 100 and 200-round belts, as well as 60-round box magazines via the STANAG adaptor. When loading from the SureFire magazines, the Minimi can retain ADS while reloading.&lt;br /&gt;
&lt;br /&gt;
A Minimi with a vertical foregrip and a custom stock is also seen in the &amp;quot;Sending Love&amp;quot; calling card. Another Minimi, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:Minimi 5.56 Mk3.jpg|thumb|none|450px|FN Minimi Mk3 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 M249.jpg|thumb|none|600px|The &amp;quot;Bruen Mk9&amp;quot; in Gunsmith. Note the pseudo M240 stock which is depicted without the ridges and the sling attachment point of the real deal.]]&lt;br /&gt;
[[File:MW2019 M249 1.jpg|thumb|none|600px|Note the lack of a clubfoot in the bottom of the stock.]]&lt;br /&gt;
[[File:MW Minimi (1).jpg|thumb|none|600px|Equipping the FN Minimi with the carry handle.]]&lt;br /&gt;
[[File:MW Minimi (2).jpg|thumb|none|600px|The Minimi in idle.]]&lt;br /&gt;
[[File:MW Minimi (3).jpg|thumb|none|600px|Aiming through the iron sights.]]&lt;br /&gt;
[[File:MW Minimi (4).jpg|thumb|none|600px|Unlike the other machine guns, the charging handle is only used on empty reloads.]]&lt;br /&gt;
[[File:MW Minimi (5).jpg|thumb|none|600px|Flicking out a leftover link and inspecting the chamber.]]&lt;br /&gt;
[[File:MW Minimi (6).jpg|thumb|none|600px|Placing a new belt on the non-empty reloads; a leftover link is left on the feed tray and gets pushed away by the new links.]]&lt;br /&gt;
[[File:MW Minimi (7).jpg|thumb|none|600px|Thumping a pallet with the stock.]]&lt;br /&gt;
[[File:MW Minimi (8).jpg|thumb|none|600px|A paratrooper length Minimi with a Leupold HAMR sight.]]&lt;br /&gt;
[[File:MW Minimi (9).jpg|thumb|none|600px|Tossing aside a spent SureFire magazine.]]&lt;br /&gt;
[[File:MW Minimi (10).jpg|thumb|none|600px|Inserting a new quad-stack mag.]]&lt;br /&gt;
[[File:MW Minimi (11).jpg|thumb|none|600px|Charging the Minimi in an underhanded fashion.]]&lt;br /&gt;
[[File:MW Minimi (12).jpg|thumb|none|600px|A long-barreled Minimi with the bipod deployed and the 200-round belt box.]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The Minimi on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. In the campaign it is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link in an empty reload.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|The default empty reload animation also has the player character flip up the feed tray to check the chamber, a bit like the machine guns in ''[[Squad]]''. In an empty Sleight of Hand reload, the player character pushes off the leftover belt links when putting on the new ammo belt, and doesn't check the chamber.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2019 MG5A2.jpg|thumb|none|600px|The MG5 equipped with the &amp;quot;M91 Special Forces&amp;quot; barrel, converting it into the A2.]]&lt;br /&gt;
[[File:MW2019 MG5A2ejectionport.jpg|thumb|none|600px|In a modelling oversight, there is no ejection port for empty cartridges. This error is also present on some P90 weapon blueprints, such as the &amp;quot;Ruby Rampage&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap. Note that for whatever reason, the picatinny rail section on the left hand side of the handguard lacks rails.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
[[File:MW MG 34 Blowtorch (1).jpg|thumb|none|600px|The &amp;quot;Blowtorch&amp;quot; MG 34 which gives the machinegun a completely new modern chassis. &amp;quot;7.62 Mauser&amp;quot; is again inscribed above the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for the &amp;quot;Usurper&amp;quot; and &amp;quot;Bludgeoner&amp;quot; variants added post-release; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition, which features some extra &amp;quot;slack&amp;quot; that drops in front of the belt box. When dashing, the loose spent belt will hang downwards as the character holds the PKM upwards. The belt returns to hanging in front of the box after the MG is brought back down.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and is similar to the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint in multiplayer.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (named after the [[SA-7 Grail|Strela]] MANPADS series, which the Carl Gustaf is unrelated to), and in the beta, the rounds it fired were incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist. The M4 is direct fire only in the released game.&lt;br /&gt;
&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round. While the animation of dumping the round is done primarily off screen, the part is actually fully animated, and is visible in third person.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf. Note the unused reflex sight ahead of the scope.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H. Like the other underbarrel grenade launchers featured in-game, it can use six types of grenades: high-explosive, incendiary, concussive, flash, smokescreen, and &amp;quot;snapshot&amp;quot; (the latter via the &amp;quot;40mm Recon&amp;quot; attachment).&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot;, which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of an FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Dumping a spent shell out of the M203.]]&lt;br /&gt;
[[File:MW M203 (5).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21, SIG SG 552, Galil ACE and AN-94, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
[[File:MW XM203 (1).jpg|thumb|none|600px|The &amp;quot;M203&amp;quot; affixed to a &amp;quot;Grau 5.56&amp;quot;.]]&lt;br /&gt;
[[File:MW XM203 (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades. It can also use &amp;quot;thermite&amp;quot; grenades in Special Ops when the Demolition class is selected.&lt;br /&gt;
&lt;br /&gt;
Reloading the grenade launcher involves the use of a fictional grenade launcher speedloader. However, aside from the speedloader, the reload procedure is mostly accurate to real life, and includes the mandatory wind up.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War&amp;quot;.]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
[[File:MW MGL (3).jpg|thumb|none|600px|Dumping the MGL's payload in the Season 4 &amp;quot;Behind Enemy Lines&amp;quot; challenge.]]&lt;br /&gt;
[[File:MW MGL (5).jpg|thumb|none|600px|Loading the cylinder with an oversized speedloader.]]&lt;br /&gt;
[[File:MW MGL (4).jpg|thumb|none|600px|A view of the loaded 40mm rounds.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot. The hammer is correctly recocked afterwards.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin or more likely &amp;quot;saw&amp;quot; in Russian) It's depicted with a spherical battery coolant unit from a [[SA-14 Gremlin]]. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:SA-14 complete.jpg|thumb|none|450px|SA-14 Gremlin (9K34 Strela-3) - 72mm]]&lt;br /&gt;
[[File:MW2019 SA-25.jpg|thumb|none|600px|The 9K333 Verba in Gunsmith. Note the Strela-3 spherical battery coolant unit and the fictional &amp;quot;FSS&amp;quot; company branding on the gripstock housing.]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game, still featuring laser tripwire detonators.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin off of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/&amp;quot;IAV&amp;quot; armored vehicles in the game.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the &amp;quot;Euphrates River&amp;quot; multiplayer level.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is affixed to the VTOL jumpjet in multiplayer, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
[[File:MW VTOL M197.jpg|thumb|none|600px|An Allegiance psuedo-AV-8B armed with the Vulcan turret over the Karst River Quarry. The Allegiance version has a Sukhoi &amp;quot;Flanker&amp;quot;-like splinter paint scheme.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The background for the Coalition operator customization screen has a missile tube from a [[BGM-71 TOW]] standing up in the background.&lt;br /&gt;
[[File:ITAS-FTL.jpg|thumb|none|500px|BGM-71D TOW-2 with M41 ITAS-FTL launcher - 152mm]]&lt;br /&gt;
[[File:MW TOW.jpg|thumb|none|600px|The TOW as seen under the &amp;quot;That Should Do&amp;quot; quote. Note the scoped AR seen on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
Either a [[MG42]] or [[MG3]] is seen in the background of the Allegiance character customization screen. It has the distinctly larger and rectangular heat shield, differentiating it from the MG34 already in the game.&lt;br /&gt;
[[Image:mg42drummag.jpg|thumb|none|400px|MG42 with drum magazine - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW MG 42.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Taser X26==&lt;br /&gt;
An unusable [[Taser X26]]-like device is present in a holster of the CTSFO uniforms for the Coalition faction in multiplayer.&lt;br /&gt;
[[File:Taser X26P yellow.jpg|thumb|350px|none|Taser X26P]]&lt;br /&gt;
[[File:MW Taser.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|439px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Last_of_Us_Part_II&amp;diff=1355720</id>
		<title>The Last of Us Part II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Last_of_Us_Part_II&amp;diff=1355720"/>
		<updated>2020-07-01T03:15:38Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* IMI Galil SAR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = The Last of Us Part II&lt;br /&gt;
|picture = TLOUPartIICoverArt.jpg&lt;br /&gt;
|caption = &lt;br /&gt;
|series = ''The Last of Us''&lt;br /&gt;
|developer= Naughty Dog&lt;br /&gt;
|publisher= Sony Interactive Entertainment&lt;br /&gt;
|date= 2020&lt;br /&gt;
|platforms= PlayStation 4&lt;br /&gt;
|genre= Action-adventure&amp;lt;br&amp;gt;Survival horror&lt;br /&gt;
}}&lt;br /&gt;
'''''The Last of Us Part II''''' is an action-adventure survival horror game developed by Naughty Dog and sequel to 2013's ''[[The Last of Us]]''. &lt;br /&gt;
&lt;br /&gt;
Five years after the events of the first game, Ellie (portrayed by [[Ashley Johnson]]) and Joel are enjoying a peaceful life among a community of survivors in Jackson, Wyoming. However, this peace is shattered by an act of brutal violence that spurs Ellie to journey to the ruins of Seattle, Washington in order to seek justice and vengeance. &lt;br /&gt;
&lt;br /&gt;
The sequel features many of the gameplay concepts from the first game, such as scarce and precious ammo, using stealth to outmaneuver enemies, and crafting improvised weapons using scavenged materials. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''The Last of Us Part II'':'''&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;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
A [[Beretta 92FS Inox]] with wooden grips serves as Ellie's primary handgun, known simply as &amp;quot;Semi-Auto Pistol&amp;quot;. A new feature allows for Ellie to craft an improvised suppressor out of a water bottle. This ad-hoc suppressor will, rather understandably, only function for a limited number of shots before breaking. It starts with a paltry 6 round magazine capacity, which can be upgraded to hold 10 rounds. However, this is still short of the 92FS' standard 15 round magazine capacity. A standard black Beretta is frequently used by survivors.  &lt;br /&gt;
[[Image:Beretta_92FS_Inox_wood_grips.jpg|thumb|none|300px|American Made Beretta 92FS Inox with wood grips - 9x19mm]]&lt;br /&gt;
[[File:TLOUPartIIBeretta-1.jpg|thumb|none|600px|The 92FS being examined by Ellie at a workbench. Note the wooden grips and the trademark of the fictional manufacturer &amp;quot;Nicotera&amp;quot; on the slide.]]&lt;br /&gt;
When fitted with the Stability upgrade, the wooden grips are replaced by a pair of standard black grips.&lt;br /&gt;
[[File:USAMade92FSInox.jpg|thumb|none|350px|American made Beretta 92FS Inox, note the black controls (slide release, thumb safety, safety switch, hammer, magazine release button, rear sight, trigger), magazine bottom plate, grip and Allen/hex grip screws distinguishing it from the Italian 92FS Inox - 9x19mm]]&lt;br /&gt;
[[File:TLOUPartIIBerettaBlackGrip.jpeg|thumb|none|600px|Ellie trades the wooden grip for something more modern.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
A pistol heavily, but not exactly matching, the [[Browning Hi-Power]] is used by Dina. &lt;br /&gt;
[[Image:BrowningHiPowerPistol9mm.jpg|thumb|none|350px|Classic Commercial Browning Hi-Power (Belgian manufacture) - 9x19mm]]&lt;br /&gt;
[[File:TLOUPartIIHiPowerThing.jpeg|thumb|none|600px|Dina's pistol. The Hi-Power resemblance is most evident in the slide and ring hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 66==&lt;br /&gt;
The [[Taurus Model 66]] revolver returns from the first game, again under the simple moniker of &amp;quot;Revolver&amp;quot;. It starts with a short barrel that appears to be around 2.5&amp;quot;, but can be fitted with a longer barrel that increases damage. The Model 66 is also used by Joel and some hostile survivors.&lt;br /&gt;
[[Image:66B4.jpg|thumb|none|right|400px|Taurus Model 66 - .357 Magnum]]&lt;br /&gt;
[[File:TLOUPartII Taurus-1.jpeg|thumb|none|600px|The stock Model 66 at the workbench. It was apparently made by &amp;quot;Gator International Manufacturing&amp;quot; and is a &amp;quot;Model 924&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson Center Arms Contender==&lt;br /&gt;
The [[Thompson Center Arms Contender]] appears as the &amp;quot;Hunting Pistol&amp;quot;.&lt;br /&gt;
[[File:ThompsonCenterContender.jpg|thumb|400px|none|Thompson Center Arms Contender - .45-70]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Unidentified Submachine Gun==&lt;br /&gt;
What looks like a SIG-Sauer MPX appears as &amp;quot;Silenced Submachine Gun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington 870 ==&lt;br /&gt;
A [[Remington 870]] with a sawed-off stock and barrel acts as Ellie's primary shotgun. A full-sized Remington 870 is used by Joel. The sawed-off variety is encountered in the hands of hostile survivors. &lt;br /&gt;
[[Image:SawnoffShotgun2.jpg|thumb|none|400px|Remington 870 with sawed off barrel and stock - 12 gauge]] &lt;br /&gt;
[[File:TLOUPartIIM870--1.jpg|thumb|none|600px|Ellie clears a house with her Remington 870 during a gameplay demo.]]&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg|thumb|none|400px|Remington 870 Police Magnum Riot Shotgun - 12 gauge]]&lt;br /&gt;
[[File:TLOUPartII M870fullsized.jpeg|thumb|none|600px|Joel aims his shotgun at infected.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==IMI Galil SAR==&lt;br /&gt;
The suppressed [[Galil SAR|IMI Galil SAR]] returns from the first game's Factions multiplayer mode.  It is once again called the &amp;quot;Specter&amp;quot; and is modeled with a 30-round magazine, but holds only 20 rounds.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Remington 700==&lt;br /&gt;
The [[Remington 700]] appears as the &amp;quot;Bolt-Action Rifle&amp;quot;. As with the [[Winchester Model 70]] in ''The Last of Us'', it starts out with iron sights, but can be fitted with a sniper scope. Unlike in the first game, the weapon's action is now correctly cycled after each shot. It starts with a 3 round capacity, but can be upgraded to use a detachable magazine that holds 6 rounds and speeds up the reload time.&lt;br /&gt;
[[File:Remington700CDL.jpg|thumb|none|500px|Remington Model 700 CDL - .300 Win Mag]]&lt;br /&gt;
[[File:TLOUPart2R700-1.jpg|thumb|none|600px|Ellie with the Remington 700 at a workbench.]]&lt;br /&gt;
[[File:TLOUPart2R700-2.jpg|thumb|none|600px|The rifle fitted with a scope as Ellie closes the action.]]&lt;br /&gt;
[[File:TLOUPart2R700-3.jpg|thumb|none|600px|An official artwork of Ellie with the Remington 700.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
A rifle that heavily resembles the [[Ruger Mini-14]] with green synthetic furniture is frequently used by members of the Washington Liberation Front, a hostile militia that occupies Seattle. Despite their semi-automatic, detachable magazine-fed nature being an upgrade over her bolt-action Remington, Ellie cannot use these rifles though she can obtain the ammo from them for her Remington 700. &lt;br /&gt;
[[Image:Ruger-Mini-14.jpg|thumb|500px|none|Blued Ruger Mini-14 Standard Model Semiautomatic Rifle (Pre-2005) with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:TLOUPartIIMini14-1.jpeg|thumb|none|600px|The Mini-14ish rifle next to its deceased former user. The main differences in design are the sights, lack of heat shield, different barrel design, and the placement of a charging handle under the right side of the action. It also appears to be using 20 round magazines. Also note that this rifle appears to have 3 different iron sights- a rear sight, front sight, and what appears to be an adjustable [[AK-47|AK]]-style rear sight between them.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
Tommy uses a scoped rifle based on the Mini-14 above, but with wooden furniture and a flash hider that gives it a strong resemblance to the [[Springfield Armory M1A]]. It is used by Ellie in a flashback to snipe infected.&lt;br /&gt;
[[File:Springfield M1A.jpg|thumb|none|450px|Springfield M1A - .308 Winchester. Note the notch where the fire selector would be.]]&lt;br /&gt;
[[File:TLOUPartIIM1A-1.jpeg|thumb|none|600px|Tommy with his rifle. Notably, the gas cylinder and barrel have swapped places.]]&lt;br /&gt;
[[File:TLOUPartIIM1A-2.jpeg|thumb|none|600px|Tommy sights up some distant infected. This rifle retains many of the odd design cues of the Mini-14 based rifle, including the 3 iron sights. The action and placement of the charging handle give it some resemblance to the [[SVT-40]].]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
Ellie can use a bow and arrow for silent takedowns of hostile survivors and infected. The bow in ''Part II'' can also use alternative arrow types, such as explosive arrows.&lt;br /&gt;
[[File:TLOUPart2bow-1.jpg|thumb|none|600px|Ellie prepares to let loose on a hammer-wielding cultist in a pre-release screenshot.]]&lt;br /&gt;
[[File:TLOUPartIIBow--2.jpg|thumb|none|600px|A prone Ellie lines up a shot on a hostile survivor.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Last_of_Us_Part_II&amp;diff=1353797</id>
		<title>The Last of Us Part II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Last_of_Us_Part_II&amp;diff=1353797"/>
		<updated>2020-06-21T17:04:54Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Remington 700 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = The Last of Us Part II&lt;br /&gt;
|picture = TLOUPartIICoverArt.jpg&lt;br /&gt;
|caption = &lt;br /&gt;
|series = ''The Last of Us''&lt;br /&gt;
|developer= Naughty Dog&lt;br /&gt;
|publisher= Sony Computer Entertainment&lt;br /&gt;
|date= 2020&lt;br /&gt;
|platforms= PlayStation 4&lt;br /&gt;
|genre= Action-adventure&amp;lt;br&amp;gt;Survival horror&lt;br /&gt;
}}&lt;br /&gt;
'''''The Last of Us Part II''''' is an action-adventure survival horror game developed by Naughty Dog and sequel to 2013's ''[[The Last of Us]]''. &lt;br /&gt;
&lt;br /&gt;
Five years after the events of the first game, Ellie and Joel are enjoying a peaceful life among a community of survivors in Jackson, Wyoming. However, this peace is shattered by an act of brutal violence that spurs Ellie to journey to the ruins of Seattle, Washington in order to seek justice and vengeance. &lt;br /&gt;
&lt;br /&gt;
The sequel features many of the gameplay concepts from the first game, such as scarce and precious ammo, using stealth to outmaneuver enemies, and crafting improvised weapons using scavenged materials. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''The Last of Us Part II'':'''&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;
&lt;br /&gt;
==Beretta 92FS Inox==&lt;br /&gt;
A [[Beretta 92FS Inox]] with wooden grips serves as Ellie's primary handgun, known simply as &amp;quot;Semi-Auto Pistol.&amp;quot; A new feature allows for Ellie to craft an improvised suppressor out of a water bottle. This ad-hoc suppressor will, rather understandably, only function for a limited number of shots before breaking.   &lt;br /&gt;
[[Image:Beretta_92FS_Inox_wood_grips.jpg|thumb|none|300px|American Made Beretta 92FS Inox with Wood Grips - 9x19mm]]&lt;br /&gt;
[[File:TLOUPartIIBeretta-1.jpg|thumb|none|600px|The 92FS being examined by Ellie at a workbench. Note the wooden grips and the trademark of the fictional manufacturer &amp;quot;Nicotera&amp;quot; on the slide.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 66==&lt;br /&gt;
The [[Taurus Model 66]] revolver returns from the first game.&lt;br /&gt;
[[Image:66B4.jpg|thumb|none|right|400px|Taurus Model 66 - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington 870 Sawed-Off==&lt;br /&gt;
A [[Remington 870]] with a sawed-off stock and barrel acts as Ellie's primary shotgun&lt;br /&gt;
[[Image:SawnoffShotgun2.jpg|thumb|none|400px|Remington 870 with sawed off barrel and stock - 12 gauge]] &lt;br /&gt;
[[File:TLOUPartIIM870--1.jpg|thumb|none|600px|Ellie clears a house with her Remington 870 during a gameplay demo.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Remington 700==&lt;br /&gt;
Returning from the first game is the [[Remington 700]], known as the &amp;quot;Bolt-Action Rifle.&amp;quot; As in the first ''The Last of Us'', it starts out with iron sights, but can be fitted with a sniper scope, as well as a detachable magazine.  Unlike in the first game, the weapon's action is now correctly cycled after each shot.&lt;br /&gt;
[[File:Remington700CDL.jpg|thumb|none|500px|Remington Model 700 CDL - .300 Win Mag]]&lt;br /&gt;
[[File:TLOUPart2R700-1.jpg|thumb|none|600px|Ellie with the Remington 700 at a workbench.]]&lt;br /&gt;
[[File:TLOUPart2R700-2.jpg|thumb|none|600px|The rifle fitted with a scope as Ellie closes the action.]]&lt;br /&gt;
[[File:TLOUPart2R700-3.jpg|thumb|none|600px|An official artwork of Ellie with the Remington 700.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
Ellie can use a bow and arrow for silent takedowns of hostile survivors and infected. The bow in ''Part II'' can also use alternative arrow types, such as explosive arrows.&lt;br /&gt;
[[File:TLOUPart2bow-1.jpg|thumb|none|600px|Ellie prepares to let loose on a hammer-wielding cultist in a pre-release screenshot.]]&lt;br /&gt;
[[File:TLOUPartIIBow--2.jpg|thumb|none|600px|A prone Ellie lines up a shot on a hostile survivor.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Upcoming]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1350750</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1350750"/>
		<updated>2020-06-06T00:07:10Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* LAD machine gun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=Battlefield V Cover Art.jpg&lt;br /&gt;
|caption=''Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the third entry to be set chiefly in World War 2 (the first since ''[[Battlefield: 1943]]'').&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;
Like in previous Battlefield games, players can select one from four classes: &lt;br /&gt;
* The Assault class uses select-fire and fast-firing semi-automatic rifles, as well as utilize explosives for anti-tank and infantry.&lt;br /&gt;
* The Medic class uses submachine guns and fast-cycling bolt-action carbines, and revive teammates other than squad members (other classes can revive squad members only). They also carry an infinite amount of pouches for self-healing.&lt;br /&gt;
* The Support class uses light machine guns, medium machine guns that require bipods, and shotguns.&lt;br /&gt;
* The Recon class, returning from ''[[Battlefield 4]]'', uses slow-cycling bolt-action rifles, slower semi-automatic rifles (the latter are referred to as &amp;quot;self-loading rifles&amp;quot;), pistol carbines and anti-materiel rifles. &lt;br /&gt;
&lt;br /&gt;
These four classes are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can use the &amp;quot;Engineer&amp;quot; combat role, with increased fortification-building capabilities).&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, replaced with an upgrade tree. Weapon finishes are now split into multiple parts and can change the physical appearance of the weapon as well as its finish.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, an M1911 is used by the machine gunner in the final scene of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story and in multiplayer as of the Summer Update. Like in ''Battlefield 1'', the hammer never moves and stays in the cocked position.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as in ''Battlefield 1'', other than that the player character actually catches the spent mag on a non-empty reload instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
[[File:BFV-ColtSilver1.jpg|thumb|600px|none|Inspecting the &amp;quot;M1911 Silver Plated&amp;quot; variant.]]&lt;br /&gt;
[[File:BFV-ColtSilver2.jpg|thumb|600px|none|Right side.]]&lt;br /&gt;
[[File:BFV M1911 (6).jpg|thumb|none|600px|The suppressed M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is the last sidearm unlocked, at rank 19 of any class. It serves as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). While it starts out with a sensible four rounds in reserve, resupplying brings it up to fifty - somewhat reasonable if not for the fact that the reload animation shows the new round being taken from the grip compartment, which is obviously too small to fit fifty rounds.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First, the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from ''Battlefield 1''. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908. Like in ''Battlefield 1'', it does not lock back on the last shot, instead of repeating the standard firing animation with the toggle assembly going forward, with the toggle assembly then magically locking back, despite the fact that all other pistols had this error fixed. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. The reload animations for the Luger are reused from ''Battlefield 1''. Note the lack of trigger discipline; trigger discipline was developed around 1980s in real life, and was not a standard procedure during World War II.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Luger Carbine===&lt;br /&gt;
A rare [[Luger Carbine]] with a ''Trommelmagazin 08'' snail drum magazine (which it cannot use in real life, since it is chambered in 7.65x21mm Luger instead of 9x19mm Parabellum) was added in the seventh week of the &amp;quot;Trial By Fire&amp;quot; chapter as a primary weapon for the Recon class, under the category &amp;quot;Pistol Carbine&amp;quot;. It is also distinguished by the P08's absence of a grip safety, a feature of Luger carbines. To balance the high capacity, the reload animation is slower than in BF1. It can somewhat bizarrely fit short-range scopes; to accomplish this without preventing the weapon's short-recoil mechanism from working, these are attached to the side of the handguard instead of the barrel, removing the original rear sight in the process.&lt;br /&gt;
[[File:Luger carbine.jpg|thumb|none|450px|Luger carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; with 32-round ''Trommelmagazin 08'' snail drum magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BFV P08 Car (1).jpg|thumb|600px|none|The Luger P08 Pistol Carbine in idle.]]&lt;br /&gt;
[[File:BFV P08 Car (2).jpg|thumb|600px|none|Aiming down the sights - a bit cropped open, but not nearly as much so as the pistol variant. Note that when aiming, the character's left-hand moves up and grips the forend. This also occurs when sprinting with the Luger carbine.]]&lt;br /&gt;
[[File:BFV P08 Car (3).jpg|thumb|600px|none|Removing a magazine during a non-empty reload.]]&lt;br /&gt;
[[File:BFV P08 Car (4).jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:BFV P08 Car (5).jpg|thumb|600px|none|When empty, the magazine release is pressed...]]&lt;br /&gt;
[[File:BFV P08 Car (6).jpg|thumb|600px|none|..then a new magazine is inserted from the right. Note that the left thumb in this animation will actually clip through some of the alternate sight options.]]&lt;br /&gt;
[[File:BFV P08 Car (7).jpg|thumb|600px|none|Pulling the toggle lock mechanism to chamber a round.]]&lt;br /&gt;
[[File:BFV P08 Carbine magazine.jpg|thumb|none|600px|A view of the snail drum magazine; for whatever reason, it is fitted with a stopper meant for the [[MP18]]'s magwell, which would prevent the magazine from fully seating in a Luger.]]&lt;br /&gt;
&lt;br /&gt;
==M1917 Trench Carbine==&lt;br /&gt;
The [[M1917 Trench Carbine]] has been added in the third week of the Battlefest as a pistol carbine for the Recon class. Unlike its [[Battlefield 1|World War I]] counterpart, the Trench Carbine can now be specialized to allow selective-fire, enabling full auto akin to the Mauser M712. Its recoil has been increased from its WW1 version.&lt;br /&gt;
[[File:M1917Trench.jpg|thumb|none|450px|Mauser M1917 Trench Carbine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BFV M1917 (1).jpg|thumb|none|600px|The Trench Carbine in Norman Kingsley's hands, presumably a war trophy from 23 years ago.]]&lt;br /&gt;
[[File:BFV M1917 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1917 (3).jpg|thumb|none|600px|Removing the 40-round box magazine...]]&lt;br /&gt;
[[File:BFV M1917 (4).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BFV M1917 (5).jpg|thumb|none|600px|Pulling the charging handle to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type 94==&lt;br /&gt;
The Japanese [[Type 94 pistol]] has been as a chapter reward for the &amp;quot;War in the Pacific&amp;quot; chapter. It has the lowest capacity of all pistols, with 7 rounds only (6+1), and fires at 450 RPM, which is as fast as the Steyr M1912.&lt;br /&gt;
[[File:Type94.jpg|thumb|none|300px|Nambu Type 94 - 8x22 Nambu]]&lt;br /&gt;
[[File:BFV T94 (1).jpg|thumb|none|600px|The Nambu Type 94 above a ship.]]&lt;br /&gt;
[[File:BFV T94 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:BFV T94 (3).jpg|thumb|none|600px|Performing a mag flip in the tactical reload.]]&lt;br /&gt;
[[File:BFV T94 (4).jpg|thumb|none|600px|In the empty reload, the bolt is pushed with the trigger before inserting a new magazine.]]&lt;br /&gt;
[[File:BFV T95 (5).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BFV T95 (6).jpg|thumb|none|600px|Chambering a round.]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game, unlocked at Rank 1 of any class. It fires at 449 RPM, the fastest of all sidearms, but is hampered by a lower damage output. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 27==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 27]] revolver is a chapter reward for the &amp;quot;War in the Pacific&amp;quot; chapter, unlocked at Chapter Rank 30, and is dubbed the &amp;quot;Model 27&amp;quot;. It fires slower than the Webley at 106 RPM, but allows more control and accuracy.&lt;br /&gt;
[[File:S%26WModel27.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 27 - .357 Magnum]]&lt;br /&gt;
[[File:BFV M27 (1).jpg|thumb|none|600px|When equipping the S&amp;amp;W Model 27, the character draws it cowboy style. This is also seen in the Colt SAA in ''Battlefield 1''.]]&lt;br /&gt;
[[File:BFV M27 (2).jpg|thumb|none|600px|The Model 27 in American hands in the map &amp;quot;Pacific Storm&amp;quot;.]]&lt;br /&gt;
[[File:BFV M27 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M27 (4).jpg|thumb|none|600px|Letting spent .357 Magnum rounds free by pushing the ejector.]]&lt;br /&gt;
[[File:BFV M27 (5).jpg|thumb|none|600px|Loading new rounds with a speedloader.]]&lt;br /&gt;
[[File:BFV M27 (6).jpg|thumb|none|600px|Forcefully pushing the cylinder to the right after loading, which is unsafe to do.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1'', again as the &amp;quot;Repetierpistole M1912&amp;quot;. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away, explaining how they're kept. Unlike the M1911 (and like the P38 and Mk VI), the hammer actually moves, though gameplay requirements mean that it does this ''after'' a shot has been fired.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole M1912&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm. The game correctly portrays the P38 ejecting its casings to the left.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era. Note that the firing pin is missing.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther PP Pistol Series#Walther PPK|Walther PPK]] has been added in the Summer Update, with a fire rate as fast as its other German service sidearms (P38 and P08) at 450 RPM, with 8 rounds. A suppressed version is also available.&lt;br /&gt;
[[File:PPKNazi1.jpg|thumb|none|300px|Walther PPK - .32 ACP. The in-game version is likely modeled after this variant.]]&lt;br /&gt;
[[File:BFV PPK (7).jpg|thumb|none|600px|Drawing the Walther shows the user flicking off the safety, which somehow also cocks the hammer.]]&lt;br /&gt;
[[File:BFV PPK (0).jpg|thumb|none|600px|The little Walther PPK.]]&lt;br /&gt;
[[File:BFV PPK (1).jpg|thumb|none|600px|Holding the PPK.]]&lt;br /&gt;
[[File:BFV PPK (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV PPK (3).jpg|thumb|none|600px|Letting the magazine go.]]&lt;br /&gt;
[[File:BFV PPK (4).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BFV PPK (5).jpg|thumb|none|600px|Rechambering the PPK.]]&lt;br /&gt;
[[File:WaltherPPkSilenced.jpg|thumb|none|400px|Walther PPK fitted with a sound suppressor - .380 ACP (black grips)]]&lt;br /&gt;
[[File:BFV PPK (6).jpg|thumb|none|600px|Inspecting a suppressed PPK.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] returns from ''Battlefield 1'' as the &amp;quot;Mk VI Revolver&amp;quot;. It is unlocked at Rank 15 of any class and has the highest damage output of any sidearm.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Mk VI, note that it is held much further out than in Battlefield 1.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Opening up the cylinder. As with the last game, it correctly shows which rounds have been fired; in this case, all were expended.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod==&lt;br /&gt;
The [[Welrod Pistol]] appeared in the Chapter 4 trailer, and was finally included in the game's last chapter. It is a hybrid of both models, having the front sight near the muzzle like the Mark II, but having a trigger guard like the Mark I. It fires at 42 RPM in a 6-round grip/magazine, and requires the bolt to be cycled, like the Obrez in ''Battlefield 1''.&lt;br /&gt;
[[Image:HPIM0965.jpg|thumb|none|400px|Welrod pistol Mark II - .32 ACP.]]&lt;br /&gt;
[[Image:Welrod.jpg|thumb|none|400px|Welrod pistol Mark I - 9x19mm]]&lt;br /&gt;
[[Image:BFV Welrod (0).jpg|thumb|none|600px|The hybrid model Welrod. Note the Mk II front sight and the trigger guard of the Mk I.]]&lt;br /&gt;
[[Image:BFV Welrod (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:BFV Welrod (3).jpg|thumb|none|600px|Cycling the bolt.]]&lt;br /&gt;
[[Image:BFV Welrod (4).jpg|thumb|none|600px|Removing the .32 ACP grip magazine.]]&lt;br /&gt;
[[Image:BFV Welrod (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in the twelfth week of the Trial By Fire chapter as the &amp;quot;MAB 38&amp;quot;. It comes with 20-round magazines as default, but can be upgraded to use 30-round magazines with a specialization.&lt;br /&gt;
&lt;br /&gt;
The MAB 38 introduces a new weapon detail to the series, with the bolt actually staying dropped forward when the gun is entirely out of ammo, which persists even when switching through other weapons/gadgets (unlike other weapons). The system is slightly buggy when the weapon ''does'' have ammo left, however, as the MAB 38's bolt sometimes appears closed when it shouldn't be. This happens when switching from certain gadgets (SMLE launcher, build tool, throwing a grenade), but the issue can be fixed by switching to other items (sidearm, medkit) or by performing an empty reload.&lt;br /&gt;
[[Image:Beretta Model 38A.jpg|thumb|none|450px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:BFV MAB 38 (1).jpg|thumb|none|600px|Standing near a Luftwaffe DFS 230 glider with the Model 38A.]]&lt;br /&gt;
[[File:BFV MAB 38 (2).jpg|thumb|none|600px|View down the iron sights of the SMG.]]&lt;br /&gt;
[[File:BFV MAB 38 (3).jpg|thumb|none|600px|Reloading a 20-rounder magazine.]]&lt;br /&gt;
[[File:BFV MAB 38 (4).jpg|thumb|none|600px|Pulling the bolt back open.]]&lt;br /&gt;
&lt;br /&gt;
==BSA Welgun==&lt;br /&gt;
The BSA Welgun, a crude SMG developed by the British Special Operations Executive, was originally found in the in-game dog tags, and has been added in the last Summer Update. It fires at 568 RPM in a 32 round magazine, similar to the Erma EMP in terms of speed.&lt;br /&gt;
[[File:Welgun.jpg|thumb|none|400px|Birmingham Small Arms Welgun - 9x19mm]]&lt;br /&gt;
[[File:BFV Welgun (1).jpg|thumb|none|600px|Inspecting the Welgun.]]&lt;br /&gt;
[[File:BFV Welgun (0).jpg|thumb|none|600px|The Welgun in hand.]]&lt;br /&gt;
[[File:BFV Welgun (2).jpg|thumb|none|600px|Aiming down the sights, looking similar to the Sten.]]&lt;br /&gt;
[[File:BFV Welgun (3).jpg|thumb|none|600px|Removing the 32-round magazine.]]&lt;br /&gt;
[[File:BFV Welgun (6).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFV Welgun (5).jpg|thumb|none|600px|Pulling the exposed charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The [[Erma EMP]] is unlocked at rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be visually modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. Note the mounted 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use and was not particularly popular with civilian shooters due to being rather fragile. In-game, however, it is an available sight for several weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is unlocked at rank 10 of the Medic class. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines from the Lanchester and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Holding the MP28. The underhanded grip of the magazine well is certainly unorthodox, but at least better than gripping the magazine itself, and there are historic photographs showing soldiers gripping Bergmanns in such a way.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine from the British Lanchester.]]&lt;br /&gt;
&lt;br /&gt;
==LAD machine gun==&lt;br /&gt;
The Soviet second prototype [[LAD machine gun]] that fires the Tokarev pistol cartridge in 150-round belts has been found in the data files and could be made playable in the single-played campaign.  It was meant for the cancelled competitive mode, and due to the weapon not included with the June 2020 update, is itself most likely cancelled as well.&lt;br /&gt;
[[File:Ladmg.jpg|thumb|none|450px|LAD machine gun (second prototype) - 7.62x25mm Tokarev]]&lt;br /&gt;
&lt;br /&gt;
==Lanchester Mk.I==&lt;br /&gt;
The British copy of the [[Haenel-Schmeisser MP28/II]], the [[Lanchester Mk.I]], is yet to be added to multiplayer. Only dog tags confirm its appearance in-game. Files indicate that the Lanchester fires at 600 RPM and is the direct opposite of the MP28, as the Lanchester favors aiming down sights, unlike the MP28.&lt;br /&gt;
[[File:Lanchester early model.jpg|thumb|none|400px|Lanchester Mk.I - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 6 of the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten. Some of the barrel cosmetic options remove the resting plate under the barrel, a feature of the [[MP41]].&lt;br /&gt;
&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|Holding the MP40.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The player character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is unlocked at rank 20 of the Medic class. By default it has a 20-round magazine, but can be upgraded with a 50-round drum magazine. An M1928A1 with a 30-round drum magazine (identical to the multiplayer's 50-round drum) is the starting weapon for Billy Bridger in the &amp;quot;Under No Flag&amp;quot; War Story (though he uses a Sten in cutscenes), and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags (the latter holding 30 rounds). It was originally inaccurately portrayed as full-auto only, but a semi-auto mode was added in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
The cutts compensator of the M1928A1 Thompson is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Submachine gun M1928 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 20-round magazine and without Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (1).jpg|thumb|600px|none|The M1928A1 Thompson with a 20-round magazine held by a British soldier...]]&lt;br /&gt;
[[File:BFV M1928 (2).jpg|thumb|600px|none|...and another one with the 50-round drum magazine. Note that the position in which the weapon is held has changed compared to the previous shot, possibly to represent the increase in weight.]]&lt;br /&gt;
[[File:BFV M1928 (3).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1928 (4).jpg|thumb|600px|none|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV M1928 (5).jpg|thumb|600px|none|...then inserting a fresh 20-round magazine. Note the Cutts compensator; by default the M1928A1 does not have one, but all the muzzle visual customization options give it one.]]&lt;br /&gt;
[[File:BFV M1928 (6).jpg|thumb|600px|none|Removing the drum magazine to the right...]]&lt;br /&gt;
[[File:BFV M1928 (7).jpg|thumb|600px|none|...and inserting a fresh drum to the left.]]&lt;br /&gt;
[[Image:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (8).jpg|thumb|none|600px|The &amp;quot;Sandstorm&amp;quot;, &amp;quot;Patches&amp;quot;, and &amp;quot;Countryside&amp;quot; sight customization options give the M1928A1 an M1-style simplified rear sight.]]&lt;br /&gt;
[[File:BFV M1928 (9).jpg|thumb|none|600px|Looking down the M1-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] was added in the 5.2 patch of the &amp;quot;War in the Pacific&amp;quot; chapter as an SMG for the Medic class, being the reward of the twelfth and final week of said chapter. It fires at 450 RPM, the slowest of all SMGs, but is one of the most damaging. It can also be specialized to use an integral suppressor.&lt;br /&gt;
&lt;br /&gt;
The M3 is by default equipped with the late-war M9 flash hider; the flash hider was actually present in the game from release, before the gun itself was even added, as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[File:BFV M3 (0).jpg|thumb|none|600px|When equipping the Grease Gun, the character removes the safety, which is the gun's dust cover.]]&lt;br /&gt;
[[File:BFV M3 (1).jpg|thumb|none|600px|View of the Grease Gun.]]&lt;br /&gt;
[[File:BFV M3 (2).jpg|thumb|none|600px|The Grease Gun in hand.]]&lt;br /&gt;
[[File:BFV M3 (3).jpg|thumb|none|600px|Aiming down the wide aperture iron sight.]]&lt;br /&gt;
[[File:BFV M3 (4).jpg|thumb|none|600px|Removing the 30-round magazine.]]&lt;br /&gt;
[[File:BFV M3 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:BFV M3 (6).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[Image:BFV Grease Suppressed.jpg|thumb|600px|none|The suppressor specialization for the M3A1 Grease Gun. When an enemy is hit by a suppressed Grease Gun, damage indicators are not revealed at the receiving end.]]&lt;br /&gt;
[[Image:Bfv-mp34muzzleghost.jpg|thumb|600px|none|The &amp;quot;Ghost&amp;quot; muzzle modification for the MP34; other muzzle options also use the M9 flash hider model, sometimes with different textures.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type I==&lt;br /&gt;
The obscure [[Nambu Type I]] SMG has been added in the 5.2 patch of the &amp;quot;War of the Pacific&amp;quot; chapter as an SMG for the Medic class, and is the reward for the tenth week of said chapter, under the apocryphal name &amp;quot;Nambu Type 2A&amp;quot;. It fires at 1,028 RPM in a fictional 30-round short magazine by default, the fastest in the Medic class. It can be specialized to either fire at 1,200 RPM or use the real 50-round &amp;quot;banana&amp;quot; magazine. The weapon is animated correctly despite its extreme obscurity, with a barrel shroud that recoils when firing, and is also pulled back to chamber the weapon (the bolt is pinned to the interior of the barrel shroud).&lt;br /&gt;
&lt;br /&gt;
[[File:Type2-A.jpg|thumb|none|400px|Nambu Type I (sketch) - 8x22 Nambu]]&lt;br /&gt;
[[File:BFV 2A (0).jpg|thumb|none|600px|Inspecting the Nambu Type I.]]&lt;br /&gt;
[[File:BFV 2A (1).jpg|thumb|none|600px|The Nambu Type I in hand, held like the PP-2000 in ''[[Battlefield: Bad Company]]''.]]&lt;br /&gt;
[[File:BFV 2A (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:BFV 2A (3).jpg|thumb|none|600px|Removing the magazine...]]&lt;br /&gt;
[[File:BFV 2A (4).jpg|thumb|none|600px|...then inserting a new one, and...]]&lt;br /&gt;
[[File:BFV 2A (5).jpg|thumb|none|600px|Pulling the barrel shroud tab to operate the bolt and chamber the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Patchett Machine Carbine==&lt;br /&gt;
The predecessor to the [[Sterling]], the Patchett Mk I, is yet to be added to multiplayer, and is only confirmed in three dog tags. &lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|400px|Patchett Machine Carbine Mk 1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0; in an extreme rarity for video games and media in general, its name is in all-caps, as it is an acronym. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced. The integrally-suppressed [[Sten Mk II(S)|Mk II(S)]] variant appears in the Tirailleur campaign.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the Sten.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
[[Image:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk II(S) - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (1).jpg|thumb|none|600px|A suppressed Sten in Deme's hands. It can fire in full auto, which is impractical due to overheating, as integrally suppressed Stens are meant to be fired in short bursts or semi auto.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (2).jpg|thumb|none|600px|View of the suppressor.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (3).jpg|thumb|none|600px|The suppressed Sten in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn S1-100]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank, it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine. The Suomi has the highest rate of fire for the SMGs, with 770 RPM (981 RPM when specialized). A suppressed version can be found in the Nordlys War Story.&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into a KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
[[Image:BFV-suomiwithgrip.jpg|thumb|600px|none|The Gold-Plated stock of the Suomi equipped with a foregrip which was attached to some of these guns. This is a solely cosmetic addition and does not change the gun's animations; the foregrip is never touched by the player character.]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The Japanese late model of the [[Type 100 submachine gun]] was added as part of the &amp;quot;War in the Pacific&amp;quot; chapter, as an SMG for the Medic class. It fires at 720 RPM, identical to the ZK-383 equipped with the Light Bolt specialization, and also like the ZK-383, has a bipod for accuracy.&lt;br /&gt;
[[File:Type100 1944.jpg|thumb|none|400px|Type 100 (1944-1945 model) with magazine removed - 8x22mm Nambu]]&lt;br /&gt;
[[File:BFV T100 (1).jpg|thumb|none|600px|The Type 100 SMG in hand. Note that &amp;quot;Type 100&amp;quot; in kanji is written on the upper receiver.]]&lt;br /&gt;
[[File:BFV T100 (2).jpg|thumb|none|600px|Looking at the sights.]]&lt;br /&gt;
[[File:BFV T100 (4).jpg|thumb|none|600px|Reloading &amp;quot;tacticooly&amp;quot; with two magazines pressed together...]]&lt;br /&gt;
[[File:BFV T100 (3).jpg|thumb|none|600px|...Locking in the new one.]]&lt;br /&gt;
[[File:BFV T100 (5).jpg|thumb|none|600px|Dumping out an empty magazine...]]&lt;br /&gt;
[[File:BFV T100 (6).jpg|thumb|none|600px|Inserting the fresh mag.]]&lt;br /&gt;
[[File:BFV T100 (7).jpg|thumb|none|600px|Pulling the open-bolt charging handle.]]&lt;br /&gt;
[[File:BFV T100 (8).jpg|thumb|none|600px|View of the thin bipod.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] was added to multiplayer in the first week of the &amp;quot;Lightning Strikes&amp;quot; chapter, as an SMG for the Medic class. By default, it has a 30-round box magazine and fires at 514 RPM, but can be upgraded to have a larger 40-round box magazine, or a faster rate-of-fire of 720 RPM.&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm. This is the base version with folding bipod and detachable barrel.]]&lt;br /&gt;
[[File:Bfv-zk383promo.jpg|thumb|none|600px|A promotional image for the &amp;quot;Lightning Strikes&amp;quot; chapter, showing a German soldier holding a ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-2.jpg|thumb|none|600px|The ZK-383 from the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV-ZK383-Idle.jpg|thumb|none|600px|Holding the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV-ZK383-Reload.jpg|thumb|none|600px|Reloading the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Charginghandle.jpg|thumb|none|600px|Pulling back the charging handle.]]&lt;br /&gt;
[[File:BFV-ZK383-Bipod.jpg|thumb|none|600px|The ZK-383 with its bipod deployed.]]&lt;br /&gt;
[[File:BFV-ZK383-Extendedmag.jpg|thumb|none|600px|The ZK-383 with a 40 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'' with the same &amp;quot;12g Automatic&amp;quot; name, now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
[[File:BFV Auto-5 (5).jpg|thumb|none|600px|The Browning A-5 with a ribbed barrel and extended magazine tube in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca Model 37==&lt;br /&gt;
An [[Ithaca Model 37]] shotgun appears in the Chapter 4: Defying the Odds Trailer. Previously a Chapter Reward for the &amp;quot;Into the Jungle&amp;quot; chapter for the Support class, it has been made default alongside the M2 Carbine due to a bug. It fires at 150 RPM in a 5-round tube magazine (can be extended to 7), and can be slamfired unlike the Winchester.&lt;br /&gt;
&lt;br /&gt;
When equipped with a bayonet at Rank 2, the Model 37 becomes a trench gun with a heatshield and bayonet mount.&lt;br /&gt;
[[File:IthacaM37.jpg|thumb|500px|none|Ithaca 37 long barrel Hunting Version - 12 gauge]]&lt;br /&gt;
[[File:BFV M37 (0).jpg|thumb|none|600px|Inspecting the Ithaca Model 37.]]&lt;br /&gt;
[[File:BFV M37 (1).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV M37 (2).jpg|thumb|none|600px|Pumping the shotgun, ejecting a brass shell downwards.]]&lt;br /&gt;
[[File:BFV M37 (3).jpg|thumb|none|600px|Loading more shells.]]&lt;br /&gt;
[[File:IthacaExtMagTub straight.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:BFV M37 (4).jpg|thumb|none|600px|An Ithaca with an extended magazine tube. Note the ''Tirpitz'' battleship in the background.]]&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|400px|Ithaca 37 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:BFV M37 (5).jpg|thumb|none|600px|Inspecting a mint M37 Trench Gun.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a Support class primary weapon, unlocked at Rank 13. It is the fastest of all currently available shotguns at 200 RPM (225 with the Trigger Job specialization). In real life, the left barrel was used to fire slugs, but in the game, both barrels fire buckshot. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle, dealing similar damage figures to the Recon's bolt-action rifles.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] semi-auto shotgun. The shotgun was finally added in the Summer Update, the final update for Battlefield V. It fires at 120 RPM, 43 RPM slower than in ''Battlefield 1'', but can be specialized to fire at 138 RPM. The reload animation has been updated to show an animated loading gate.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
[[File:BFV Sjogren (0).jpg|thumb|none|600px|Inspecting the Sjögren inertial semiautomatic shotgun.]]&lt;br /&gt;
[[File:BFV Sjogren (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Sjogren (3).jpg|thumb|none|600px|When empty, the action opens, allowing a shell to be inserted in the chamber.]]&lt;br /&gt;
[[File:BFV Sjogren (4).jpg|thumb|none|600px|Closing the chamber.]]&lt;br /&gt;
[[File:BFV Sjogren (5).jpg|thumb|none|600px|Inserting more brass shells. Note the shotgun is turned to the side, whereas it was still held upright in ''BF1''.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free from December 19, 2018 to January 3, 2019. As in BF1, it cannot be chamberloaded and only holds 5 rounds instead of 5+1. It is the slowest firing shotgun in the game at 100 RPM, much slower than it was in the previous game, and also cannot be slamfired (again unlike its appearance in ''BF1''). However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
A bayonet can be equipped at rank 4.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
[[File:BFV M1897 (4).jpg|thumb|none|600px|Firing a bayonet-equipped Winchester 1897.]]&lt;br /&gt;
[[File:BFV M1897 (5).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:BFV M1897 (6).jpg|thumb|none|600px|The pumping animation as seen in the from-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Self-Loading Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exception in this category is the AG-42 Ljungman, whose charging mechanism prohibits the use of receiver-mounted scopes.&lt;br /&gt;
&lt;br /&gt;
Semi-automatic rifles issued to the Assault class appear under the “Semi-Auto Rifle” designation while semi-automatic rifles issued to the Recon class are labeled as “Self-Loading Rifles.” While ultimately just two different terms for the same type of rifle, the former name differentiates the Assault's rifles from its ''full-auto'' rifles, while the latter name differentiates the Recon's rifles from its ''manually-operated'' rifles.&lt;br /&gt;
&lt;br /&gt;
==Ag m/42==&lt;br /&gt;
The [[AG-42 Ljungman|Ag m/42]] was added as an Assault self-loading rifle with the fourth week of the &amp;quot;Overture&amp;quot; chapter. Previously, it fired at 450 RPM, on par with the [[M1A1 Carbine]], but the 5.2 patch lowered it to 360 RPM, the only semi-auto rifle with such ROF; like all semi-auto rifles (barring the Garand and the Kbsp), the m/42 can be upgraded to accept detachable magazines. The animation for non-empty reloading without detachable magazines accurately shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|500px|Automatgevär m/42 with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==Breda M1935 PG==&lt;br /&gt;
The Costa Rican contract [[Breda M1935 PG]] has been added in the twelfth week of the &amp;quot;Defying The Odds&amp;quot; chapter as an Assault Rifle for the Assault class. It fires at 423 RPM when not specialized, and can be specialized to make its 4-round bursts fire in two ways, by reducing the ''time of each shot'' in a single burst at 464 RPM, or reducing the time ''between'' bursts at 540 RPM.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the &amp;quot;Battered&amp;quot; weapon skin damages the bolt cover of the Breda M1935 PG, exposing its bolt, which is fully animated while firing.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda M1935 PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:BFV Breda (1).jpg|thumb|600px|none|The Breda M1935 PG in hand.]]&lt;br /&gt;
[[File:BFV Breda.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Breda (3).jpg|thumb|600px|none|The Breda M1935 mid-burst, ejecting a spent casing.]]&lt;br /&gt;
[[File:BFV Breda (4).jpg|thumb|600px|none|Removing the open magazine in a similar manner to the KE7 and Volkssturmgewehr. Like the Chauchat, it tracks the number of bullets remaining.]]&lt;br /&gt;
[[File:BFV Breda (5).jpg|thumb|600px|none|Inserting a fresh mag.]]&lt;br /&gt;
[[File:BFV Breda (6).jpg|thumb|600px|none|Yanking the open-bolt charging handle, which reveals the chambered round.]]&lt;br /&gt;
[[File:BFV Breda promotional.jpg|thumb|600px|none|The Breda M1935 PG in the hands of the Red Devil, the British para in the middle. Note the 20-round magazine.]]&lt;br /&gt;
[[File:BFV Breda (7).jpg|thumb|none|600px|Inspecting a Battered Breda PG in definitely-not Costa Rica.]]&lt;br /&gt;
[[File:BFV Breda (8).jpg|thumb|none|600px|Letting out another burst, which shows the rear end of the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The second pattern [[FG 42]] is categorized as an LMG and used by the Support class at Rank 16. It has the lowest capacity of all LMGs in the base game, and has the highest vertical recoil kick. It can also mount a bayonet, though the bayonet is not shown in the stowed position when not equipped.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 1st pattern FG 42, is used to mount various sights to different weapons. The stock of the 1st version is also available as a cosmetic option. The FG 42 muzzle is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV FG42 (1).jpg|thumb|600px|none|FG 42 in hand. On this level, the second pattern model is anachronistic by about 2 years.]]&lt;br /&gt;
[[File:BFV FG42 (2).jpg|thumb|600px|none|Aiming down the sights. Although difficult to see, the sights are set for 500 meters. This is not reflected in gameplay.]]&lt;br /&gt;
[[File:BFV FG42 (3).jpg|thumb|600px|none|Removing a 20-round magazine...]]&lt;br /&gt;
[[File:BFV FG42 (4).jpg|thumb|600px|none|...and loading a new one.]]&lt;br /&gt;
[[File:BFV FG42 (5).jpg|thumb|600px|none|Pulling the open bolt charging handle.]]&lt;br /&gt;
[[File:FG42.jpg|thumb|none|500px|‎FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom)]]&lt;br /&gt;
[[File:BFV FG42 (6).jpg|thumb|600px|none|The ZF4 scope mounted on the FG 42. Note that this uses the earlier model's scope mount.]]&lt;br /&gt;
[[File:BFV FG42 (7).jpg|thumb|600px|none|The Mark III Free Mounted Gun Reflector Sight mounted on the FG 42. In reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is a self-loading rifle available in the game, unlocked by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot;, which is set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note that the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold an additional round in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
The select fire variant fires at 670 RPM, and is statistically identical to the Sturmgewehr 44, while its semi-automatic variant fires at 300 RPM, and has the highest capacity of all semi-automatic rifles in the base game.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps are all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|The left hand is used to rechamber this variant.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (5).jpg|thumb|none|600px|Right side of the Volkssturmgewehr.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The Polish [[Kbsp wz. 38M]] was added in the third week of the &amp;quot;Defying the Odds&amp;quot; chapter as a semi-auto rifle for the Assault class, called the &amp;quot;Karabin 1938M&amp;quot; (&amp;quot;Karabin&amp;quot; being Polish for &amp;quot;carbine&amp;quot;, and what the &amp;quot;Kb&amp;quot; in &amp;quot;Kbsp&amp;quot; stands for). Unlike the other stripper-clip fed semi-auto rifles in the Assault class that allow detachable magazines via specialization, the Kbsp's magazine is fixed, and cannot be removed through any in-game means. It fires at 257 RPM, similar to the Gewehr 43, and has two chambering animations: one for empty reloads that uses the trigger to close the bolt akin to the ZH-29, and one for tactical reloads that uses the charging handle.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|500px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Karabin (1).jpg|thumb|none|600px|The Kbsp in German hands in North Africa, likely a war trophy from 1939's prelude.]]&lt;br /&gt;
[[File:BFV Karabin (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Karabin (3).jpg|thumb|none|600px|A ''very'' close-up look on the use of the hand to block ejecting bullets in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (4).jpg|thumb|none|600px|Reloading individual 8mm Mauser rounds.]]&lt;br /&gt;
[[File:BFV Karabin (5).jpg|thumb|none|600px|Using the charging handle to chamber a round in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (6).jpg|thumb|none|600px|Inserting a 5-round clip.]]&lt;br /&gt;
[[File:BFV Karabin (7).jpg|thumb|none|600px|Using the trigger to chamber a round in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle]] returns from ''Battlefield 1'' as a Recon primary, added with the third week of the &amp;quot;Overture&amp;quot; chapter. It is again named the &amp;quot;Selbstlader 1906&amp;quot;, and fires at a slower 164 RPM, which is 135 RPM (58%) slower than in BF1, but the BFV version can kill in one less bullet than BF1's incarnation. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. Unlike its appearance in ''Battlefield 1'' (and unlike its pistol counterpart in both games) the toggle assembly correctly locks back on the final shot.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger rifle in-game.]]&lt;br /&gt;
[[File:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[File:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the player character removes the stripper clip before doing this.]]&lt;br /&gt;
[[File:BFV Luger1906 (5).jpg|thumb|none|600px|Opening the toggle action on a partial reload.]]&lt;br /&gt;
[[File:BFV Luger1906 (6).jpg|thumb|none|600px|Reloading individual rounds, although the long eye relief ZF41 scope still allows for usage of a stripper clip when empty.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class, unlocked at Rank 5. It is the fastest of all semi-auto rifles at 450 RPM, and thirty-round magazines can be unlocked for the Carbine as an upgrade tree option. Unlike the M1A1 Carbine in [[Battlefield Hardline]], the stock is always unfolded and is now modeled to face the correct side. It also mounts the conical flash hider by default, which was an actual attachment in ''Hardline.''&lt;br /&gt;
&lt;br /&gt;
Some soldiers in promotional art for the game wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading a 30-round magazine.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (6).jpg|thumb|none|600px|A customized M1A1 with an &amp;quot;Blued&amp;quot; handguard and &amp;quot;Backwoods&amp;quot; iron sights. The &amp;quot;Urban Blue&amp;quot; handguard, along with the &amp;quot;Blued&amp;quot; one, gives it a perforated metal heatshield. The &amp;quot;Urban Blue&amp;quot;, &amp;quot;Mint&amp;quot;, and &amp;quot;Gold Plated&amp;quot; iron sights give it an earlier-pattern rear sight.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (7).jpg|thumb|none|600px|Aiming down the earlier-pattern rear sight.]]&lt;br /&gt;
&lt;br /&gt;
===M2 Carbine===&lt;br /&gt;
The [[M2 Carbine]], the select-fire version of the M1 Carbine, with a metal heatshield appeared in the &amp;quot;Defying the Odds&amp;quot; trailer. Previously a chapter reward, it has been added as part of the weapons prior to the start of the &amp;quot;Into the Jungle&amp;quot; chapter due to a bug. It fires at 830 RPM in a 30-round box magazine with a foregrip as standard.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 carbine]]&lt;br /&gt;
[[File:M1CarbinePlainfieldPM30.jpg|thumb|none|450px|M1 Carbine manufactured by Plainfield, with pistol-grip, post-WWII paratrooper stock and vertical foregrip - .30 Carbine. The in-game M2 Carbine features the same vertical grip as this variant.]]&lt;br /&gt;
[[File:Bfv-m2carbine.jpg|thumb|none|600px|The M2 in the Chapter 4 trailer. Being only seen for a second or two, the carbine here is rather evidently unfinished; the spent casings are apparently coming out of the air to the left of the receiver instead of the ejection port, and a close look at the stock reveals that the player character is holding it as though it has a pistol grip (which it doesn't), showing that it's using the M1A1's animations as a placeholder.]]&lt;br /&gt;
[[File:BFV M2C (0).jpg|thumb|none|600px|Inspecting the M2 Carbine in the Solomon chain of islands.]]&lt;br /&gt;
[[File:BFV M2C (1).jpg|thumb|none|600px|The M2 Carbine in hand. Note the modified receiver with the fire selector.]]&lt;br /&gt;
[[File:BFV M2C (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M2C (3).jpg|thumb|none|600px|Removing the 30-round magazine.]]&lt;br /&gt;
[[File:BFV M2C (4).jpg|thumb|none|600px|Inserting a fresh one.]]&lt;br /&gt;
[[File:BFV M2C (5).jpg|thumb|none|600px|Performing an underhand reload to chamber the round.]]&lt;br /&gt;
&lt;br /&gt;
===M3 Carbine===&lt;br /&gt;
The Okinawa-tested [[M3 Carbine]] with its infrared scope has been added in the last Summer Update as a semi-automatic rifle for the Recon class. It fires as fast as its Assault counterpart at 450 RPM, and is locked to a 15 round magazine, a bulky infrared scope, a foregrip, and a bipod.&lt;br /&gt;
[[File:M3 Sniperscope.jpg|thumb|none|450px|M3 Carbine with 12-volt battery and scope - .30 carbine]]&lt;br /&gt;
[[File:BFV M3I (0).jpg|thumb|none|600px|The M3 Carbine with the huge infrared scope, minus the mandatory bulky 12V battery required to operate the scope.]]&lt;br /&gt;
[[File:BFV M3I (1).jpg|thumb|none|600px|Inspecting the M3 Carbine]]&lt;br /&gt;
[[File:BFV M3I (2).jpg|thumb|none|600px|View of the infrared scope.]]&lt;br /&gt;
[[File:BFV M3I (3).jpg|thumb|none|600px|Reloading the 15-rounder in a similar way to the M2 Carbine.]]&lt;br /&gt;
[[File:BFV M3I (4).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:BFV M3I (5).jpg|thumb|none|600px|Performing an underhand reload, even if the carbine became too heavy.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the Americans, the [[M1 Garand]], has been added in the latest patch as one of four weapons prior to the first week of the &amp;quot;War in the Pacific&amp;quot; chapter, as a semi-auto rifle for the Assault class. It fires at 300 RPM akin to the Ljungman, and can be specialized to use the [[Battlefield V#M7 Rifle Grenade Launcher|M7 Grenade Launcher]] at rank 4, or strengthen its 30-06 bullets at a cost of 60 RPM at its fourth rank.&lt;br /&gt;
&lt;br /&gt;
There are three chambering animations for the Garand that can happen during reloads: either it closes by itself, requiring a manual push, or accumulating Garand thumb.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Bfv-m1garand.jpg|thumb|none|600px|The Garand about to hit a Japanese soldier in the Chapter 4 trailer's teaser for Chapter 5.]]&lt;br /&gt;
[[File:BFV Garand (0).jpg|thumb|none|600px|The M1 has a unique spawn/initial-equip animation where the user disengages the safety.]]&lt;br /&gt;
[[File:BFV Garand (1).jpg|thumb|none|600px|The M1 Garand in hand.]]&lt;br /&gt;
[[File:BFV Garand (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Garand (3).jpg|thumb|none|600px|Ejecting a non-empty clip with the release button...]]&lt;br /&gt;
[[File:BFV Garand (4).jpg|thumb|none|600px|...then inserting a new one. There are three known events that can happen after inserting the clip:]]&lt;br /&gt;
[[File:BFV Garand (5).jpg|thumb|none|600px|One, the bolt fails to close by itself, requiring a manual push,]]&lt;br /&gt;
[[File:BFV Garand (7).jpg|thumb|none|600px|Two, it closes by itself (as it should be), or...]]&lt;br /&gt;
[[File:BFV Garand (8).jpg|thumb|none|600px|Yikes, ''Garand thumb''.]]&lt;br /&gt;
[[Image:M1C M84 scope.jpg|thumb|none|500px|M1C with M84 scope - .30-06]]&lt;br /&gt;
[[File:BFV-Garandscoped.jpg|thumb|none|600px|Before going onboard on a Higgins boat a G.I. checks his scoped Garand. Unlike the M1C and M1D variants the scope is mounted on the right side (covering the end of the operating rod), and in a long-eye relief position.]]&lt;br /&gt;
[[File:BFV Garand (9).jpg|thumb|none|600px|A &amp;quot;Mint&amp;quot; M1 Garand in-game (here in the hands of a German, also known as the ''Selbstladegewehr 251(a)'' in German service). Curiously enough, the sight option for this skin is the German ZF41 long eye relief scope previously available for the Luger 1906 and Ag m/42. The Mint and Gold receivers also change the color of the en-bloc clips.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson rifle==&lt;br /&gt;
''Battlefield V'''s final chapter includes the [[M1941 Johnson rifle]] as another semi-automatic rifle for the Assault kit. It only holds 10 shots in the magazine, while the Johnson should be capable of having +1 in the chamber and a fully-topped off magazine.&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|500px|M1941 Johnson Rifle - .30-06]]&lt;br /&gt;
[[File:BFV M1941 (1).jpg|thumb|none|600px|The Johnson Rifle on Wake Island.]]&lt;br /&gt;
[[File:BFV M1941 (2).jpg|thumb|none|600px|Aiming through the M1941's sights.]]&lt;br /&gt;
[[File:BFV M1941 (3).jpg|thumb|none|600px|Stripping in .30-06 cartridges.]]&lt;br /&gt;
[[File:BFV M1941 (4).jpg|thumb|none|600px|Topping off the magazine with single rounds.]]&lt;br /&gt;
[[File:BFV M1941 (5).jpg|thumb|none|600px|Charging the Johnson.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-44==&lt;br /&gt;
The [[MAS-44]] was added as an Assault class semi-automatic rifle in the second week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 300 RPM, and can either be loaded with loose rounds and clips, or upgraded to use detachable magazines. Statistics-wise, it is similar to the Turner SMLE.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|500px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:BFV-MAS44-1.jpg|thumb|none|600px|The MAS-44 in the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV MAS44 (1).jpg|thumb|none|600px|The MAS-44 in British hands.]]&lt;br /&gt;
[[File:BFV MAS44 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV MAS44 (3).jpg|thumb|none|600px|Loading individual 7.5x54 French rounds.]]&lt;br /&gt;
[[File:BFV MAS44 (4).jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BFV MAS44 (5).jpg|thumb|none|600px|Pulling back the iconic plastic charging handle.]]&lt;br /&gt;
[[File:BFV MAS44 (6).jpg|thumb|none|600px|Reloading the MAS's box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'', unlocked at Assault rank 16. It is the slowest Assault self-loading rifle at 225 RPM.&lt;br /&gt;
&lt;br /&gt;
All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1, this time under the name &amp;quot;Model 8&amp;quot;. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free from December 17, 2018 to January 3, 2019.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM (10 RPM slower than BF1), it is the most accurate of them all because of its bipod.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|The Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[R.S.C. Mle 1917]] semi-automatic Rifle returns from ''Battlefield 1'', available at Recon Rank 16. Its damage figures are identical from its BF1 predecessor, both capable of two-shot kills, but the BFV counterpart is 26 RPM faster than BF1.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV RSC (1).jpg|thumb|600px|none|The R.S.C. in the game.]]&lt;br /&gt;
[[File:BFV RSC (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV RSC (3).jpg|thumb|600px|none|Popping the magazine cover open.]]&lt;br /&gt;
[[File:BFV RSC (4).jpg|thumb|600px|none|Topping up with a 5-round enbloc clip.]]&lt;br /&gt;
[[File:BFV RSC (5).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is available for the Assault class at Rank 13. It fires at 600 RPM. In the campaign, it is anachronistically featured in the chapters &amp;quot;Under No Flag&amp;quot;, set in 1942, and &amp;quot;Nordlys&amp;quot;, set in 1943. The weapon's recoil spring is wrongly rendered in line with the piston which is incorrect as original StG have their recoil spring below in line with the bolt.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mint&amp;quot; and &amp;quot;Gold Plated&amp;quot; iron sight customization options give it the barrel assembly of the MKb 42(H); this does not change the weapon animations in any way and it remains closed-bolt.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:BFV STG44 (1).jpg|thumb|600px|none|The Sturmgewehr 44 in hand. For this North African map, it is anachronistic by about 3 years.]]&lt;br /&gt;
[[File:BFV STG44 (2).jpg|thumb|600px|none|Aiming down the sights. Due to gameplay purposes, the rear sight is too wide.]]&lt;br /&gt;
[[File:BFV STG44 (3).jpg|thumb|600px|none|About to remove the magazine using the mag release.]]&lt;br /&gt;
[[File:BFV STG44 (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV STG-stock.jpg|thumb|none|600px|The &amp;quot;Night Owl&amp;quot; stock option for the StG 44 removes the stock completely and replaces it with a folding stock. While post-war folding stocks (such as the one found on the Sport Systeme Dittrich BD 44) for the StG exist in reality, ones that do not make the weapon inoperable do not, as the stock contains the recoil spring.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV STG-MKb.jpg|thumb|none|600px|Reloading a StG-44 in the beta, with the &amp;quot;Night Owl&amp;quot; customization option giving it a MKb barrel assembly (specifically, the &amp;quot;Night Owl&amp;quot; ZF4 scope includes the different front sight).]]&lt;br /&gt;
[[File:BFV STG-MKb (1).jpg|thumb|none|600px|Crouching with a StG 44 with a MKb barrel assembly, which also has the aforementioned Systeme Dittrich BD 44 underfolding stock.]]&lt;br /&gt;
[[File:BFV STG-MKb (2).jpg|thumb|none|600px|Aiming down the MKb 42(H)-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon, unlocked at Rank 10. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the standard 10-round magazine to be swapped during reloads or use a WWI-era 20-round trench magazine (which in reality is detachable like the 10-rounder, but not in this game), the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historic rate of 770 RPM, which is balanced with lower lethality than its ''BF1'' counterpart (25 max - 17 min damage, compared to 42 - 23, which translates to requiring at least one or two more shots to kill than in ''BF1''), and prior to the ''Lightning Strikes'' update, a smaller 15-round magazine as default, with 20-round magazines locked behind a specialization in the spec tree.  The latter is no longer true as the 20-round magazine has been made the default and only magazine available for the weapon, which conveniently fixes the (now former) issue of the 15-round magazine using the visual model of a 10-rounder.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle at the time.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is unlocked for the Recon class at rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Bolt-Action Rifles/Carbines=&lt;br /&gt;
Three kinds of bolt-action rifles are available in the game. &amp;quot;Bolt-Action Rifles&amp;quot; are slow-firing rifles available to the Recon class, effective at medium to long range sniping, &amp;quot;Anti-Materiel Rifles&amp;quot;, also available to the Recon class, can damage vehicles, but require being in the prone position to fire, similar to the T-Gewehr in BF1, and &amp;quot;Bolt-Action Carbines&amp;quot;, available to the Medic class, have faster fire rates than the other types, but can only fit scopes up to 3x magnification.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 99==&lt;br /&gt;
An [[Arisaka Type 99]] short rifle with a bent bolt handle is seen in the Chapter 4 trailer, and has been added as one of the first weapons prior to the first week of the &amp;quot;War in the Pacific&amp;quot; chapter, as a Recon class primary. It fires at 57 RPM (67 with Machined Bolt), and is the only rifle that can use stripper clips even with a scope due to its side mounting.&lt;br /&gt;
[[file:99aris.jpg|thumb|none|500px|Arisaka Type 99 short rifle with monopod - 7.7x58mm]]&lt;br /&gt;
[[File:Bfv-arisaka.jpg|thumb|none|600px|The Arisaka being held by a Japanese soldier. The bent bolt handle is clearly visible. Early trailer footage also showed the Type 99 with its dual monopods, but these are not present in the game.]]&lt;br /&gt;
[[File:BFV T99 (1).jpg|thumb|none|600px|The Type 99 Arisaka in British hands, presumably stealing it from Hong Kong. Note that the bolt handle is bent.]]&lt;br /&gt;
[[File:BFV T99 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV T99 (3).jpg|thumb|none|600px|Working the bolt of the Type 99.]]&lt;br /&gt;
[[File:BFV T99 (4).jpg|thumb|none|600px|Loading individual 7.7 Arisaka rounds.]]&lt;br /&gt;
[[File:BFV T99 (5).jpg|thumb|none|600px|Inserting a 5-round clip.]]&lt;br /&gt;
[[file:Type 99 sniper rifle.jpg|thumb|none|500px|Arisaka Type 99 Sniper Rifle with scope - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:BFV T99 (6).jpg|thumb|none|600px|The scope of the Arisaka mounted to the side. In-game it is a 6x magnification.]]&lt;br /&gt;
[[File:BFV T99 (7).jpg|thumb|none|600px|Looking at the reticle of the Arisaka scope.]]&lt;br /&gt;
&lt;br /&gt;
==Boys MKI Anti-Tank Rifle==&lt;br /&gt;
The [[Boys anti-tank rifle]] was added in the ninth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Recon class. It is by far the most powerful primary weapon in the game, capable of one-shot kills to the torso up to 100 meters away and minor damage to vehicles (the Armor Piercing Composite Rigid projectiles specialization can improve this somewhat), but is incredibly slow to fire at 22 RPM (26 with the Machined Bolt specialization) and requires the bipod to be deployed to aim down sights.&lt;br /&gt;
[[File:BoysMkIATRifle.jpg|thumb|none|500px|Boys MKI Anti-Tank Rifle - .55 Boys (13.9x99mmB)]]&lt;br /&gt;
[[File:BFV Boys (1).jpg|thumb|none|600px|The deploy animation of the Boys depicts the pulling of the cocking handle, ready to fire.]]&lt;br /&gt;
[[File:BFV Boys (2).jpg|thumb|none|600px|Idle position.]]&lt;br /&gt;
[[File:BFV Boys (3).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. They are set for 300 yards.]]&lt;br /&gt;
[[File:BFV Boys (4).jpg|thumb|none|600px|Slowly cycling the bolt at 22 or 26 RPM.]]&lt;br /&gt;
[[File:BFV Boys (5).jpg|thumb|none|600px|Removing the magazine...]]&lt;br /&gt;
[[File:BFV Boys (6).jpg|thumb|none|600px|...and inserting a new one, while the barrel does its level best to create perspective illusions with the river. It's long, but not ''that'' long.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91 TS Carbine with attached Tromboncino M28==&lt;br /&gt;
A [[Carcano M91 TS]] Carbine with an attached [[Tromboncino M28]] grenade launcher was added in the sixth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Medic class. Unlike its ''Battlefield 1'' predecessor, the M91 TS fires at a rate of 93 RPM (20 RPM faster than BF1's), and does less damage (only being capable of a two-shot kill). The grenades can deal damage to vehicles, mimicking the High Explosive Grenade Rifle from BF1.&lt;br /&gt;
&lt;br /&gt;
The weapon is named &amp;quot;M28 con Tromboncino&amp;quot; in-game, literally &amp;quot;M28 with Tromboncino&amp;quot;, which completely ignores the carbine and literally suggests that the grenade launcher is mounted onto itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Tromboncino.jpg|thumb|none|500px|Carcano M91 TS Carbine with Tromboncino Modello 28 grenade launcher - 6.5x52mm Carcano; 38.5mm grenade]]&lt;br /&gt;
[[File:Bfv-m28-idle.jpg|thumb|none|600px|Holding the &amp;quot;M28 con Tromboncino&amp;quot;.]]&lt;br /&gt;
[[File:Bfv-m28-ads.jpg|thumb|none|600px|Aiming down the sights of the rifle.]]&lt;br /&gt;
[[File:Bfv-m28-cycling.jpg|thumb|none|600px|Working the bolt of the Carcano.]]&lt;br /&gt;
[[File:Bfv-m28-clip.jpg|thumb|none|600px|Removing a semi-full en-bloc clip using a button. Like in ''Battlefield 1'' (and the M95/30 and the Webley Mk VI in BFV), the game tracks the number of bullets remaining before the tactical reload.]]&lt;br /&gt;
[[File:Bfv-m28-reload.jpg|thumb|none|600px|Inserting a new en-bloc clip.]]&lt;br /&gt;
[[File:Bfv-m28-boltswap.jpg|thumb|none|600px|Swapping the bolt from the carbine to the launcher.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeidle.jpg|thumb|none|600px|The grenade launcher with bolt inserted, ready to fire.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeads.jpg|thumb|none|600px|Aiming down the sights with the grenade launcher functional.]]&lt;br /&gt;
[[File:Bfv-m28-newgrenade.jpg|thumb|none|600px|Inserting a new grenade.]]&lt;br /&gt;
[[File:Bfv-m28-inspecting.jpg|thumb|none|600px|Inspecting the mounted grenade launcher which also shows more details of the Carcano carbine.]]&lt;br /&gt;
[[File:BFV M28 (1).jpg|thumb|none|600px|Looking down with the launcher enabled reveals the chamber is modeled solid, without a cutout to the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. Originally it was exclusive to the singleplayer campaign's stealth sections, but was added to multiplayer for the Medic class in the fourth week of the &amp;quot;Trial by Fire&amp;quot; chapter. In the singleplayer campaign, it is incorrectly depicted as having a magazine capacity of 6+1; the multiplayer corrects this to the proper 7+1, with an option for a 10+1 capacity with a specialization. The multiplayer De Lisle also has a much faster fire rate than the singleplayer version at 93 RPM (109 with the &amp;quot;Machined Bolt&amp;quot; specialization), making it the fastest bolt-action weapon in the game.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|500px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:BFV Delisle (1).jpg|thumb|600px|none|The De Lisle Carbine in the hands of Solveig.]]&lt;br /&gt;
[[File:BFV Delisle (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Delisle (3).jpg|thumb|600px|none|Cycling the bolt. The bolt head incorrectly tilts up with the bolt.]]&lt;br /&gt;
[[File:BFV Delisle (4).jpg|thumb|600px|none|Reloading the .45 ACP magazine.]]&lt;br /&gt;
[[File:BFV Delisle (5).jpg|thumb|600px|none|The De Lisle on a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20. It is the slowest bolt action rifle at 49 RPM.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an aperture sight (other weapons use these scopes as well). The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys, Under No Flag, and Tirailleur chapters.&lt;br /&gt;
&lt;br /&gt;
The Kar98k bayonet is available as a melee weapon after completing an assignment for the German Elite Ernst Schubert.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (1).jpg|thumb|600px|none|The Kar98k in Wehrmacht hands.]]&lt;br /&gt;
[[File:BFV Kar98k (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Kar98k (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Kar98k (4).jpg|thumb|600px|none|Blocking the round from ejecting in a tactical reload.]]&lt;br /&gt;
[[File:BFV Kar98k (5).jpg|thumb|600px|none|Topping up with individual rounds.]]&lt;br /&gt;
[[File:BFV Kar98k (6).jpg|thumb|600px|none|Loading a 5-round stripper clip. This is not possible when a scope is equipped.]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (7).jpg|thumb|600px|none|The Kar98k with the swept-back mount and ZF4 scope.]]&lt;br /&gt;
[[File:BFV Kar98k (9).jpg|thumb|600px|none|A suppressed Kar98k with the ZF4 scope in the &amp;quot;Nordlys&amp;quot; singleplayer story.]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (8).jpg|thumb|600px|none|The Kar98k with the ZF42 scope and bipod.]]&lt;br /&gt;
[[File:BFV Kar98ksupp1.jpg|thumb|600px|none|The suppressed Kar98k in the ZF42 &amp;quot;Under no Flag&amp;quot; mission.]]&lt;br /&gt;
[[File:BFV Kar98ksupp2.jpg|thumb|600px|none|Holding the suppressed variant.]]&lt;br /&gt;
[[File:Bfv-kar98aperture1.jpg|thumb|600px|none|The Kar98k with the &amp;quot;Aperture Sight&amp;quot;, which is based on the Parker Hale model 4 rear sight. Its appearance is anachronistic as it was introduced in 1946 in reality.]]&lt;br /&gt;
[[File:Bfv-kar98aperture2.jpg|thumb|600px|none|Aiming down the &amp;quot;Aperture Sight&amp;quot;. The game simulates what it feels like to actually view through an aperture sight, hence the large view picture with blurred edges.]]&lt;br /&gt;
[[File:BFV Kar98k (10).jpg|thumb|none|600px|A &amp;quot;Mint&amp;quot; Karabiner 98k with a bayonet equipped. The &amp;quot;Mint&amp;quot; iron sights option removes the hood from the front sight.]]&lt;br /&gt;
[[File:BFV Kar98k (11).jpg|thumb|none|600px|ADS view of the hood-less front sight.]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red Dawn (1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is unlocked by the Recon at Rank 13. It deals the lowest body damage of all bolt-action rifles, but has one of the highest muzzle velocities.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second and third rounds in the magazine.  This animation repeats with the character grabbing another three rounds to finish loading the weapon.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped Krag.]]&lt;br /&gt;
[[File:BFV Krag (7).jpg|thumb|none|600px|When topping off with one or two rounds, the rim of a cartridge is used to open the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III==&lt;br /&gt;
Some unusable [[Lee-Enfield No.1 Mk.III]] rifles are seen on the shooting range.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III - .303 British. Introduced in 1907, this was the official battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:BFVsmle1.jpg|thumb|none|600px|The SMLE in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 4 Mk I==&lt;br /&gt;
The [[Lee-Enfield No. 4 Mk I]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a No. 4 Mk I (T) model, though several of the stock customization options give it a No. 4 Mk I (T) stock.&lt;br /&gt;
&lt;br /&gt;
It is the fastest bolt-action rifle at 72 RPM (84 RPM when specialized), but is hampered by a slow muzzle velocity at 500 m/s.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No. 4 Mk I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible. It is anachronistic by 1 year on this map, as the map is set during the Rotterdam Blitz.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No. 4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[File:BFV No.4 (6).jpg|thumb|none|600px|Running with a &amp;quot;Mint&amp;quot; Lee-Enfield equipped with its spike bayonet.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No. 4 Mk I (T) - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
[[File:BFV No.4(T) (1).jpg|thumb|none|600px|The Lee-Enfield No. 4 Mk I (T) in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 5 Mk I &amp;quot;Jungle Carbine&amp;quot;==&lt;br /&gt;
The [[Jungle Carbine|Lee-Enfield No. 5 Mk I &amp;quot;Jungle Carbine&amp;quot;]] has been added as a chapter reward for &amp;quot;War in the Pacific&amp;quot; chapter, and is a Medic bolt-action carbine. It fires at 84 RPM (95 with Machined Bolt), which is actually the Machined Bolt of its No.4 Mk.I counterpart for the Recon class. However, it deals lower damage than its Recon equivalent. &lt;br /&gt;
[[File:No5JungleCarbine.jpg|thumb|none|500px|Lee-Enfield No. 5 Mk I &amp;quot;Jungle Carbine&amp;quot; - .303 British]]&lt;br /&gt;
[[File:BFV Jungle (1).jpg|thumb|none|600px|The Jungle Carbine in Japanese hands. Note the mad minute way of handling the bolt.]]&lt;br /&gt;
[[File:BFV Jungle (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Jungle (3).jpg|thumb|none|600px|Working the bolt of the Jungle Carbine.]]&lt;br /&gt;
[[File:BFV Jungle (4).jpg|thumb|none|600px|Inserting individual .303 rounds.]]&lt;br /&gt;
[[File:BFV Jungle (5).jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue and in a flashback to the end of the ''Battlefield 1'' level &amp;quot;Storm of Steel&amp;quot;. Unusable G98s can be seen on the shooting range.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
[[File:BFV_g98_3.jpg|thumb|none|600px|An unusable G98 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerbüchse 39==&lt;br /&gt;
The [[Panzerbüchse 39]] has been added in multiplayer as a Recon primary in the eleventh week of the &amp;quot;Defying the Odds&amp;quot; chapter as an Anti-Materiel Rifle. It fires at 18 RPM (21 with Machined Bolt), and tracks the number of bullets as it chambers a round from the ammo box to its falling-block action, similar to the Martini-Henry in ''Battlefield 1''. The empty reload shows the ammo box being replaced with a new one. The bullets can be specialized to deal more damage (APCR) or go faster with high-velocity bullets.&lt;br /&gt;
[[Image:PzB-39-2.jpg|thumb|none|500px|PzB-39 Anti-tank rifle with spare ammunition box attached to the gun - 7.92×94 mm (Patrone 318) ]]&lt;br /&gt;
[[Image:BFV PZB (1).jpg|thumb|none|600px|The PzB-39 in the hands of Elite Set character Wilhelm Tannstedt.]]&lt;br /&gt;
[[Image:BFV PZB (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[Image:BFV PZB (4).jpg|thumb|none|600px|The falling-block action opened after each shot, then a bullet is taken from the ammo box, and is tracked.]]&lt;br /&gt;
[[Image:BFV PZB (5).jpg|thumb|none|600px|Inserting a Patrone 318 bullet in the chamber.]]&lt;br /&gt;
[[Image:BFV PZB (6).jpg|thumb|none|600px|Individually filling the ammo box up with new bullets.]]&lt;br /&gt;
[[Image:BFV PZB (7).jpg|thumb|none|600px|Taking away the empty ammo box...]]&lt;br /&gt;
[[Image:BFV PZB (8).jpg|thumb|none|600px|...then replaced with a new one. The chambering process happens once again after replacing the box.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first-person cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[R.S.C. Mle 1917|RSC 1917]].&lt;br /&gt;
&lt;br /&gt;
The Ross was added in multiplayer as a Recon primary in the seventh week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 64 RPM, 6 RPM faster than the Mannlicher, another straight-pull bolt action rifle, and deals the same damage figures as the Lee-Enfield.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV Ross (1).jpg|thumb|none|600px|The Ross rifle in-game.]]&lt;br /&gt;
[[File:BFV Ross (2).jpg|thumb|none|600px|Aiming down the cropped iron sights.]]&lt;br /&gt;
[[File:BFV Ross (3).jpg|thumb|none|600px|Working the straight-pull bolt.]]&lt;br /&gt;
[[File:BFV Ross (4).jpg|thumb|none|600px|Loading individual .303 rounds.]]&lt;br /&gt;
[[File:BFV Ross (5).jpg|thumb|none|600px|Loading a wobbly stripper clip, similar to ''Battlefield 1''.]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
[[File:BFV-Ross-3.jpg|thumb|none|600px|The Ross from the chapter 2 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Swiss K31/43==&lt;br /&gt;
The Swiss [[K31 Rifle]] is included in the final Summer Update. Similar to certain weapons in ''Battlefield 4'', where dual sights are possible, the K31/43 does the same thing, allowing the player to switch between an integral scope with 3x default magnification (can be specialized to 6x) and iron sights. It fires at 55 RPM in a 6-round clip (or a detachable magazine via a specialization), and is the third straight pull rifle after the Mannlicher and the Ross.&lt;br /&gt;
[[File:SchmidtRubinK31.jpg|thumb|none|500px|Karabiner K31 Rifle - 7.5 x 55mm Schmidt Rubin GP-11]]&lt;br /&gt;
[[File:BFV K31 (0).jpg|thumb|none|600px|Inspecting the Swiss Schmidt-Rubin K31/43 with its integral scope.]]&lt;br /&gt;
[[File:BFV K31 (1).jpg|thumb|none|600px|Holding the K31/43.]]&lt;br /&gt;
[[File:BFV K31 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV K31 (3).jpg|thumb|none|600px|Switching perspectives to its integral scope.]]&lt;br /&gt;
[[File:BFV K31 (4).jpg|thumb|none|600px|Cycling the straight-pull bolt.]]&lt;br /&gt;
[[File:BFV K31 (5).jpg|thumb|none|600px|Inserting individual 7.5x55 rounds.]]&lt;br /&gt;
[[File:BFV K31 (6).jpg|thumb|none|600px|Inserting 6 rounds through a clip.]]&lt;br /&gt;
[[File:BFV K31 menu.jpg|thumb|none|600px|The scope is shown flipped down in the customization menus.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle, and is used by elite enemy snipers that show off scope glint when in use.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading. The rounds used are the same round-headed 8x50mmR as used on BF1's M1895, which is incorrect for the M95/30, which uses 8x56mmR rounds that have sharp-headed spitzer bullets.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
Unusable [[Winchester Model 1895]] rifles appear at the shooting range.&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:BFVM1895.jpg|thumb|none|600px|The Winchester on the left.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' are divided into two categories: Light Machine Guns and Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, Lewis Gun, LS/26, Madsen, M1918A2 Browning, Type 97, Type 11, and the Chauchat are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, Darne M1922, S2-200, and the M1919A6 Browning are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun|Bren Mk 1]] is a Support LMG, unlocked at Rank 8. It fires at 514 RPM and has the same damage output as the Lewis Gun. Some customization options give it the barrel and sight assembly or stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren's muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 British]]&lt;br /&gt;
[[File:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[File:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren. Note that the front sight's protective wings have been removed.]]&lt;br /&gt;
[[File:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[File:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
[[File:BFV Bren (6).jpg|thumb|none|600px|A customized Bren in-game. Note the &amp;quot;Mint&amp;quot; iron sights, which give the gun a Mk2 barrel and sight assembly, as well as the front sight's wings.]]&lt;br /&gt;
[[File:BFV Bren (7).jpg|thumb|none|600px|Aiming down the Mk2 barrel's iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The [[Browning M1919|Browning M1919A6]] with a stock has been added as one of the first weapons prior to the first week of the &amp;quot;War in the Pacific&amp;quot; chapter, as an MMG for the Support class. It fires at 600 RPM (which can be specialized to 670), and holds 250 rounds by default. It is also the only machine gun with a non-folding bipod.&lt;br /&gt;
[[File:M1919A6_Early.jpg|thumb|500px|none|Browning M1919A6 with stock - .30-06 Springfield]]&lt;br /&gt;
[[File:BFV M1919 (1).jpg|thumb|none|600px|The M1919A6 in hand.]]&lt;br /&gt;
[[File:BFV M1919 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV M1919 (3).jpg|thumb|none|600px|When overheated, the character fixes the belt before racking the closed-bolt charging handle.]]&lt;br /&gt;
[[File:BFV M1919 (4).jpg|thumb|none|600px|Removing a belt of .30-06 rounds. Note the belt feed cover is open to allow the belt to be free.]]&lt;br /&gt;
[[File:BFV M1919 (5).jpg|thumb|none|600px|Inserting a new belt, then closing the feed cover.]]&lt;br /&gt;
[[File:BFV M1919 (6).jpg|thumb|none|600px|Pulling the charging handle when overheated or empty reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, as well as the Combined Arms game mode following the &amp;quot;Lightning Strikes&amp;quot; update. In Tirailleur, it is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Chauchat was, after much community demand, added to multiplayer in the Summer update, firing at 327 RPM; prior to this, it could also be found on a weapon crate in the &amp;quot;Harbor Headquarters&amp;quot; co-op mission. The reload animation for an empty reload now includes pulling the open bolt charging handle.&lt;br /&gt;
[[File:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[File:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[File:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is correctly used when empty; while the Chauchat does have a bolt hold-open, it doesn't lock the bolt open all the way, so the shooter must either pull the charging handle before removing the magazine, or let the bolt drop when the magazine is removed and then pull the charging handle all the way back (as they do here).]]&lt;br /&gt;
[[File:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
[[File:BFV Chauchat (6).jpg|thumb|none|600px|Collapsing the Chauchat's bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Darne machine gun==&lt;br /&gt;
The [[Darne machine gun]] was added in the fourth week of the &amp;quot;Lightning Strikes&amp;quot; chapter as the &amp;quot;M1922 MG&amp;quot;, in the MMG category. It fires at 770 RPM (lower than the real weapon's 1200 RPM) and uses 150 round belts by default, but can be upgraded to either fire at 900 RPM or use 250 round belts.&lt;br /&gt;
[[File:Darne M1922.jpg|thumb|none|500px|Darne M1922 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV M1922 (1).jpg|thumb|none|600px|The M1922 MG in German hands.]]&lt;br /&gt;
[[File:BFV M1922 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV M1922 (3).jpg|thumb|none|600px|Pulling the charging handle when overheated or reloading.]]&lt;br /&gt;
[[File:BFV M1922 (4).jpg|thumb|none|600px|Removing the disintegrating belt after pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1922 (5).jpg|thumb|none|600px|Inserting a new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti-Saloranta LS/26==&lt;br /&gt;
The Finnish [[Lahti-Saloranta LS/26]] was added on the fifth week of the &amp;quot;Trial By Fire&amp;quot; chapter as an LMG for the Support class. Its 20-round capacity and 600 RPM rate of fire puts it in-between the KE7 and the FG42: faster than the former, but slower than (and with the same capacity as) the latter.&lt;br /&gt;
[[File:Ls26s.jpg|thumb|none|500px|Lahti-Saloranta LS/26 - 7.62x54mm R]]&lt;br /&gt;
[[File:BFV LS (1).jpg|thumb|none|600px|The LS/26 machine gun in the freezing Norwegian fjord surrounding Narvik.]]&lt;br /&gt;
[[File:BFV LS (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV LS (3).jpg|thumb|none|600px|Removing a 20-round magazine.]]&lt;br /&gt;
[[File:BFV LS (4).jpg|thumb|none|600px|Pulling the bolt after an empty reload.]]&lt;br /&gt;
[[File:BFV LS (5).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]'' for the Support class at Rank 10. Statistics wise, it is similar to the Bren Gun, but the Bren is more controllable. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed, 97-round pan magazine, AA sights, and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BFV Lewis6.jpg|thumb|none|600px|The Lewis Gun with the &amp;quot;Arras&amp;quot; skin and 97-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] has been added in the latest 5.2 patch of the &amp;quot;War in the Pacific&amp;quot; chapter, and was the reward of the sixth week as an LMG for the Support class. It fires at 720 RPM, and like the bonus variant in ''Battlefield 1'', it has a fire rate selector.&lt;br /&gt;
[[Image:BAR1918.jpg|none|thumb|500px|M1918A2 Browning Automatic Rifle - .30-06. This is a late-war version with an added carry handle.]]&lt;br /&gt;
[[File:BFV BAR (0).jpg|thumb|none|600px|Inspecting the mighty M1918A2 BAR.]]&lt;br /&gt;
[[File:BFV BAR (1).jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:BFV BAR (2).jpg|thumb|none|600px|Aiming down the sights. The sight picture is wider than its [[Battlefield 1|World War I]] incarnation.]]&lt;br /&gt;
[[File:BFV BAR (3).jpg|thumb|none|600px|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV BAR (4).jpg|thumb|none|600px|...then removing the 20-round magazine...]]&lt;br /&gt;
[[File:BFV BAR (5).jpg|thumb|none|600px|...and inserting a new one.]]&lt;br /&gt;
[[File:BFV BAR (6).jpg|thumb|none|600px|Laying prone with the bipod deployed.]]&lt;br /&gt;
[[File:BFV BAR (7).jpg|thumb|none|600px|Working the BAR's fire rate selector with the left hand, whereas it was done with the right hand in ''BF1''.]]&lt;br /&gt;
[[File:Bfv-e3bar.jpg|thumb|none|600px|The BAR in the EA Play preview for Chapter 5. Note that the aperture sight is flipped up; the third-person model has the sight flipped up, while in first-person it's folded. The bipod is also absent here.]]&lt;br /&gt;
[[File:BFV BAR cutscene (1).jpg|thumb|none|600px|One of the two US Marines featured in Jack Culver's introductory video is armed with the BAR.]]&lt;br /&gt;
[[File:BFV BAR cutscene (2).jpg|thumb|none|600px|Under Culver's leadership, the trio combine fire to take down a strafing Japanese Zero. Note the bipod is not present in this cutscene.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen machine gun==&lt;br /&gt;
A shortened version of the [[Madsen machine gun]] has been added in the first week of Battlefest as an LMG for the Support class. It fires at 514 RPM (slower by 26 RPM from ''Battlefield 1''), similar to the MP34, and fires from 25-round magazines by default, or by a 40-round curved extended magazine as a specialization.&lt;br /&gt;
[[File:DutchMadsenGun.jpg|thumb|none|500px|Short-barreled Dutch Madsen machine gun - 6.5 mm]]&lt;br /&gt;
[[File:BFV Madsen (1).jpg|thumb|none|600px|The Madsen in the hands of a German soldier above the subways of Hamburg, in the last stand of the Western Front.]]&lt;br /&gt;
[[File:BFV Madsen (2).jpg|thumb|none|600px|Aiming down the sights. It is less obstructive than its [[Battlefield 1|World War I]] incarnation.]]&lt;br /&gt;
[[File:BFV Madsen (3).jpg|thumb|none|600px|Removing the 25-round magazine...]]&lt;br /&gt;
[[File:BFV Madsen (4).jpg|thumb|none|600px|...then inserting a new one.]]&lt;br /&gt;
[[File:BFV Madsen (5).jpg|thumb|none|600px|Pulling the crank-style charging handle with the palm facing up, a bit different from ''BF1''.]]&lt;br /&gt;
[[File:Bfv-madsenextended.jpg|thumb|none|600px|A deployed Madsen with 40-round magazine at the &amp;quot;U-Bahnstation&amp;quot; ''Rathausplatz''.]]&lt;br /&gt;
[[File:Bfv-madsen.jpg|thumb|none|600px|The Madsen in the Chapter 4 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is the first medium machine gun unlocked, at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and it can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one.  There is a separate overheating animation for the gun with the saddle drum, wherein the charging handle is used to &amp;quot;clear the heat&amp;quot;.  However, it will never play within the game itself as the &amp;quot;chrome lining&amp;quot; (slower overheat) spec is a pre-requisite for the drum mag specialization; &amp;quot;Chrome Lining&amp;quot; raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on the &amp;quot;Twisted Steel&amp;quot; map.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun unlocked at Support Rank 20, It fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
The icon for the MG42 depicts it with a belt drum equipped, but in-game it can only use fifty-round (or 250-round with the appropriate specialization) belts.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as the &amp;quot;Gold Plated&amp;quot; visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42. Other weapons also have it available as a muzzle option.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG42 (1).jpg|thumb|none|600px|The MG42 in game. The map is set during the Battle of Arras, so it is anachronistic by 2 years.]]&lt;br /&gt;
[[File:BFV MG42 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG42 (3).jpg|thumb|none|600px|Pulling the charging handle in an empty reload in a similar manner to the MG34.]]&lt;br /&gt;
[[File:BFV MG42 (4).jpg|thumb|none|600px|Loading a fresh belt of 7.92mm.]]&lt;br /&gt;
[[File:BFV MG42 (5).jpg|thumb|none|600px|Using a used brass casing to pull out a piping hot barrel.]]&lt;br /&gt;
[[File:BFV MG42 (6).jpg|thumb|none|600px|Installing a new, ice cold barrel.]]&lt;br /&gt;
[[File:BFV MG42 (7).jpg|thumb|none|600px|Closing the barrel assembly.]]&lt;br /&gt;
[[File:bfv-mg42muzzlegold.jpg|thumb|none|600px|The &amp;quot;Gold Plated&amp;quot; barrel modification for the MG42. Other barrel modifications also use the post-1943 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S2-200==&lt;br /&gt;
The Austrian/Swiss made [[Steyr-Solothurn S2-200]] was added in the first week of the &amp;quot;Defying the Odds&amp;quot; chapter as an MMG for the Support class, despite the real weapon being an LMG. Its 30-round capacity puts it beside the Bren Gun, and its 770 RPM puts it near the MG34 (or the M1922 at 900 RPM with a specialization), but its MMG categorization forces the user to deploy the bipod. It is also the only MMG that cannot overheat.&lt;br /&gt;
&lt;br /&gt;
The version modeled is actually the 31.M, used by Hungary, most notably differing by being chambered in 8x56mmR Steyr instead of 7.92x57mm Mauser. This makes the 30-round capacity incorrect, as it should only hold 25 rounds; it also should not share identical damage with the 7.92mm Mauser MGs, but does.&lt;br /&gt;
[[File:MG 30.jpg|thumb|none|500px|Steyr-Solothurn S2-200 / Hungarian 31.M - 8x56mmR Steyr]]&lt;br /&gt;
[[File:BFV MG30 (1).jpg|thumb|none|600px|The S2-200 in hand. Note that the magazine is significantly more curved than the original Swiss 7.92mm Mauser version.]]&lt;br /&gt;
[[File:BFV MG30 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG30 (3).jpg|thumb|none|600px|Removing the 30-round magazine and...]]&lt;br /&gt;
[[File:BFV MG30 (4).jpg|thumb|none|600px|...inserting a new one. Note the 31M marking on the gun.]]&lt;br /&gt;
[[File:BFV MG30 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Type 11 LMG==&lt;br /&gt;
The Japanese [[Type 11 Light Machine Gun|Type 11 LMG]] is a Chapter Reward for achieving Rank 10 in the &amp;quot;Into the Jungle&amp;quot; chapter for the Support class. It fires at 510 RPM; by default, it reloads via removing the entire hopper and replacing it with a new hopper, but can be specialized to reload via stripper clips every five shots, similar to the Perino Model 1908 in ''[[Battlefield 1]]''.&lt;br /&gt;
[[File:Type_11_LMG_bipod_and_sling.jpg|thumb|500px|none|Type 11 Light Machine Gun with bipod/sling - 6.5x50mm Arisaka]]&lt;br /&gt;
[[File:BFV T11 (0).jpg|thumb|none|600px|View of the Type 11 machine gun.]]&lt;br /&gt;
[[File:BFV T11 (1).jpg|thumb|none|600px|The Type 11 machine gun in hand.]]&lt;br /&gt;
[[File:BFV T11 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV T11 (3).jpg|thumb|none|600px|Removing the &amp;quot;magazine&amp;quot; filled with Arisaka stripper clips.]]&lt;br /&gt;
[[File:BFV T11 (4).jpg|thumb|none|600px|Installing a full &amp;quot;magazine&amp;quot; with 6 stripper clips.]]&lt;br /&gt;
[[File:BFV T11 (5).jpg|thumb|none|600px|Cocking the open bolt.]]&lt;br /&gt;
[[File:BFV T11 (6).jpg|thumb|none|600px|Opening the hopper cover when specialized to top up with stripper clips.]]&lt;br /&gt;
[[File:BFV T11 (7).jpg|thumb|none|600px|Loading three new stripper clips after expending 15 rounds. On low ammo, the last remaining ammo in reserve is tracked for the last stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 LMG==&lt;br /&gt;
The Japanese [[Type 97 light machine gun]] has been added in the latest 5.2 patch of the &amp;quot;War in the Pacific&amp;quot; chapter as an LMG for the Support class, and is the reward for the ninth week of said chapter. It fires at 568 RPM in a 25-round magazine, and can be fitted with the scope of the vehicle-mounted version.&lt;br /&gt;
[[File:Type97LMG.jpg|thumb|500px|none|Type 97 light machine gun with pistol grip - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:BFV T97 (0).jpg|thumb|none|600px|Inspecting the infantry Type 97.]]&lt;br /&gt;
[[File:BFV T97 (1).jpg|thumb|none|600px|The Type 97 in hand.]]&lt;br /&gt;
[[File:BFV T97 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV T97 (3).jpg|thumb|none|600px|About to yank the open-bolt charging handle when empty.]]&lt;br /&gt;
[[File:BFV T97 (4).jpg|thumb|none|600px|Removing the 25-round magazine.]]&lt;br /&gt;
[[File:BFV T97 (5).jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[Image:Type 97 tank machine gun.jpg|thumb|none|400px|Type 97 light machine gun in-tank configuration - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:BFV T97 (6).jpg|thumb|none|600px|The Type 97 with the vehicle-mounted scope installed. In-game this is a 3x optical zoom.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) was added in the first week of the &amp;quot;Overture&amp;quot; chapter as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM, but can be upgraded to 981 RPM, or upgraded with a 100-round extended magazine. Unlike the reference image, the in-game weapon uses AA sights and can be equipped with the stock of the mounted version.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K with the &amp;quot;White Tiger&amp;quot; skin equipped.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading. Note that the bipod is missing, but still functions in-game. This was fixed in the &amp;quot;Lightning Strikes&amp;quot; update.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
[[File:Vickersk.jpg|thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:BFV Vickers K grip.jpg|thumb|none|600px|The Vickers K grip assembly as seen in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class as a spotting flare to locate enemies. Unlike in ''Battlefield 1'' where the spotting area of effect is the same regardless of surface-to-ground distance, the spotting AoE in BFV is now based on how high the Leuchtpistole is shot in the air.&lt;br /&gt;
&lt;br /&gt;
In the ''Firestorm'' game mode, the Leuchtpistole can be looted in five different variations, and are color-coded: red for artillery strikes, green for supply drops, blue for vehicle drops, yellow for a V1 flying bomb airstrike, and gray for spotting.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
[[Image:BFV-Leucht4.jpg|thumb|600px|none|During the last &amp;quot;Tirailleur&amp;quot; mission, Deme examines the Leuchtpistole.]]&lt;br /&gt;
[[Image:BFV-Leucht5.jpg|thumb|600px|none|The other side.]]&lt;br /&gt;
&lt;br /&gt;
==Doppelschuss==&lt;br /&gt;
''BFV'''s final update includes the ''Doppelschuss'' double barreled German flare pistol as an alternative Recon gadget. It shoots flares that stick to surfaces for highlighting enemies rather than hanging in the air.&lt;br /&gt;
[[File:BFV Doppelschuss (1).jpg|thumb|none|600px|The Doppelschuss in-game, on Lofoten Islands.]]&lt;br /&gt;
[[File:BFV Doppelschuss (2).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:BFV Doppelschuss (3).jpg|thumb|none|600px|Ejecting spent casings from the double flaregun.]]&lt;br /&gt;
[[File:BFV Doppelschuss (4).jpg|thumb|none|600px|Sliding in both flare shells.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade Launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun) is a dedicated gadget called &amp;quot;Frag/Smoke Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using frag grenades and the latter using smoke grenades. The weapon functions differently from its counterpart in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|500px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the frag version. Note the gas check disk screwed onto the Mills bomb, a correct detail. Although its hard to see here, the explosive version has a darker wood stock.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
== Lee-Enfield Smoke Discharger ==&lt;br /&gt;
&lt;br /&gt;
Using the Smoke Launcher specialization on British vehicles will add a pair of Lee-Enfields sawed down to just the action and fitted with smoke bomb launching cups. These are modeled after real Lee-Enfields used in such a role, and are triggered with cables connected to the Lee-Enfield triggers going into the vehicle.&lt;br /&gt;
[[File:SMLE Smoke Discharger.jpg|thumb|none|400px|Lee-Enfield Smoke Discharger]]&lt;br /&gt;
[[Image:BFV SMLESmokeDischarger1.jpg|thumb|600px|none|The Smoke Dischargers mounted outside the Valentine AA-Tank.]]&lt;br /&gt;
[[Image:BFV SMLESmokeDischarger2.jpg|thumb|600px|none|The left Dischargers models with left bolt-handles.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] is seen lying in the company hangar, and has been added as a gadget for the Assault class in the fourth week of Battlefest, after players achieved  combined goal of 100 million kills. It fires two salvos of unguided AA rockets, with 6 in reserve, and is dubbed the &amp;quot;Fliegerfaust&amp;quot;.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:BFV Flieger (1).jpg|thumb|600px|none|The Fliegerfaust in German hands.]]&lt;br /&gt;
[[Image:BFV Flieger (2).jpg|thumb|600px|none|Removing the used tubes...]]&lt;br /&gt;
[[Image:BFV Flieger (3).jpg|thumb|600px|none|...and reloading it with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bazooka==&lt;br /&gt;
The [[M1A1 Bazooka]] was added as a Chapter Reward for the &amp;quot;Into the Jungle&amp;quot; chapter, unlocked at Rank 20 for the Assault class. In a first for the series, the backblast produced when firing it can kill enemies behind the shooter.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 &amp;quot;Bazooka&amp;quot; - 2.36&amp;quot; rocket]]&lt;br /&gt;
[[File:BFV Bazooka (1).jpg|thumb|600px|none|The M1 Bazooka in hand.]]&lt;br /&gt;
[[File:BFV Bazooka (2).jpg|thumb|600px|none|Aiming down the sights. These can be zeroed; in a first for the series, zeroing will actually change the ADS view by switching the front sight notch used.]]&lt;br /&gt;
[[File:BFV Bazooka (3).jpg|thumb|600px|none|Loading a new rocket. Surprisingly, the animators overlooked or left out the necessary step of connecting a new warhead to the battery.]]&lt;br /&gt;
&lt;br /&gt;
==M7 Rifle Grenade Launcher==&lt;br /&gt;
The M1 Garand added in the first week of the &amp;quot;War in the Pacific&amp;quot; chapter can be equipped with the [[M7 Rifle Grenade Launcher]].&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 Rifle Grenade Launcher - 22mm]]&lt;br /&gt;
[[File:BFV M7 (1).jpg|thumb|none|600px|A US Marine affixes the M7 Launcher on the [[Sands of Iwo Jima|black beaches of Iwo Jima]].]]&lt;br /&gt;
[[File:BFV M7 (2).jpg|thumb|none|600px|The M1/M7 in idle.]]&lt;br /&gt;
[[File:BFV M7 (3).jpg|thumb|none|600px|Aiming with the device.]]&lt;br /&gt;
[[File:BFV M7 (4).jpg|thumb|none|600px|Affixing another grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single-player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
[[File:BFV Panzerfaust (3).jpg|thumb|none|600px|Flipping up the sight with another rocket.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer. It has been found in the data files.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] (Projectile, Infantry, Anti Tank) is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar, and because of this, it is more suited to close-range attacks, reflecting its short-range effectiveness in real life.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[File:BFV PIAT (0).jpg|thumb|none|600px|Equipping the PIAT - the Assault unfolds the rear sight.]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==RMN-50 Naiman Grenade Launcher==&lt;br /&gt;
The Mosin-Nagant RMN-50 grenade launcher has been found in the data files, and was meant for the cut competitive mode. It has been added as part of the Summer Update, and is a gadget for the Recon class; it has a dedicated cook meter that allows extended range of the projectile curve up to 100 meters, and its projectile can explode in midair.&lt;br /&gt;
[[File:RMN-50.jpg|thumb|none|400px|RMN-50 Naiman Grenade Launcher - 50mm]]&lt;br /&gt;
[[File:BFV RMN (1).jpg|thumb|none|600px|A German, likely transferred from the Eastern Front to Southern France, holds a Mosin-Nagant made to fire explosives.]]&lt;br /&gt;
[[File:BFV RMN (2).jpg|thumb|none|600px|Lining up the launcher.]]&lt;br /&gt;
[[File:BFV RMN (3).jpg|thumb|none|600px|Opening the bolt after firing an explosive.]]&lt;br /&gt;
[[File:BFV RMN (4).jpg|thumb|none|600px|Loading a blank round, but the model looks more like a used 7.92x51mmR blank.]]&lt;br /&gt;
[[File:BFV RMN (5).jpg|thumb|none|600px|Loading a new warhead after the round.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades. &lt;br /&gt;
[[File:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[File:BFV Sturmpistole (1).jpg|thumb|none|600px|Equipping the Sturmpistole, first the character unfolds the stock...]]&lt;br /&gt;
[[File:BFV Sturmpistole (2).jpg|thumb|none|600px|...and flips up the front sight.]]&lt;br /&gt;
[[File:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[File:BFV-sturmpis2.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; like many of the game's launchers, despite being prominently featured on the model and in the animations, the actual iron sights aren't used.]]&lt;br /&gt;
[[File:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
===Kampfpistole===&lt;br /&gt;
An additional variant called the &amp;quot;Kampfpistole&amp;quot; was added in the Summer update; this one appears to be based on a modified grenade-firing Leuchtpistole found in a well-known photograph, which is equipped with the Sturmpistole stock but not its sights, and is using the Wurfkörper 358 LP grenade (which features a Stielhandgranate warhead); in-game, this serves as a time-fuzed anti-personnel round.&lt;br /&gt;
[[File:BFV Kampf (1).jpg|thumb|600px|none|Equipping the Kampfpisole, the character unfolds the stock in preparation.]]&lt;br /&gt;
[[File:BFV Kampf (2).jpg|thumb|600px|none|Loading a new Stielhandgranate warhead.]]&lt;br /&gt;
[[File:BFV Kampf (3).jpg|thumb|600px|none|Cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Einstossflammenwerfer 46==&lt;br /&gt;
The [[Einstossflammenwerfer 46]] was meant for the cut competitive mode. and has been added to multiplayer as of the Summer Update. It holds 25 units of flame ammo, and when used up, it is thrown away, as the name signifies in German (throw-away flamethrower).&lt;br /&gt;
[[Image:Einstossflammenwerfer461.jpg|thumb|none|350px|Einstossflammenwerfer 46]]&lt;br /&gt;
[[Image:BFV Einstoss (1).jpg|thumb|600px|none|The Einstossflammenwerfer 46 in hand. Note the sling, this was how it was meant to be held.]]&lt;br /&gt;
[[Image:BFV Einstoss (2).jpg|thumb|600px|none|Burning French rapeseed flowers with the throwable flamethrower.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
An [[M2 Flamethrower]] was added in Chapter 5 as a Battle Pickup in the Pacific Theater maps. It has 150 units of ammo with 300 units in reserve; this does not represent the contents of the flame tank but rather the condition of the ignition ring - this is replaced during the &amp;quot;reload&amp;quot; animation, which also discards any non-reserve &amp;quot;ammo&amp;quot; remaining. As it lacks the protective Elite Class gear of its BF1 predecessor, users of the M2 must take care to not burn themselves.&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[Image:BFV-M2Flame1.jpg|thumb|600px|none|An M2 resting on a weapon crate onboard a American cargo ship.]]&lt;br /&gt;
[[Image:BFV-M2Flame2.jpg|thumb|600px|none|Holding the flamethrower to [[Call of Duty: World at War|Burn 'em Out]].]]&lt;br /&gt;
[[Image:BFV-M2Flame3.jpg|thumb|600px|none|Laying down some flames. The gun will pre-ignite when aimed.]]&lt;br /&gt;
[[Image:BFV-M2Flame4.jpg|thumb|600px|none|After firing 75 units of &amp;quot;ammo&amp;quot; the gun needs to cool down.]]&lt;br /&gt;
[[Image:BFV-M2Flame5.jpg|thumb|600px|none|&amp;quot;Reloading&amp;quot;. Unscrewing the front shield cap with a casing...]]&lt;br /&gt;
[[Image:BFV-M2Flame6.jpg|thumb|600px|none|... removing the hot ignition ring...]]&lt;br /&gt;
[[Image:BFV-M2Flame7.jpg|thumb|600px|none|... and finally placing a new ring.]]&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single-player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from the eventually-added [[M2 Flamethrower]]. Presumably, this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
[[File:BFV-Flammenwerfer.jpg|thumb|none|600px|Billy sneaks up to a Flametrooper to inspect the mess.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Like in ''Battlefield 1'', grenades are thrown instantly when pressing the grenade key. For many of the images below, a glitch has been performed so that the player character appears to hold the grenade, which is normally not possible in gameplay. Grenades can now be detonated midair by firing at them before going to the ground, and can also be thrown back.&lt;br /&gt;
&lt;br /&gt;
==Breda Mod. 35==&lt;br /&gt;
An Italian [[Breda Mod. 35]] grenade is seen hanging on the German &amp;quot;Baron von Zorn&amp;quot; uniform. Another Breda grenades can be seen also on the &amp;quot;Alpini&amp;quot; uniform.&lt;br /&gt;
[[File:BredaGrenade.jpg|thumb|none|200px|Breda Mod. 35 grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The grenade under the STG-44, left.]]&lt;br /&gt;
[[File:BFV-Bredagrenade2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:BFV-Bredagrenade3.jpg|thumb|none|600px|The &amp;quot;Alpini&amp;quot; in-game, the Bredas are seen on his shoulder.]]&lt;br /&gt;
&lt;br /&gt;
==Breda Mortar Bomb==&lt;br /&gt;
On the German &amp;quot;Veiled Threat&amp;quot; uniform can be seen several 45mm Breda &amp;quot;Red Devils&amp;quot; mortar bombs.&lt;br /&gt;
[[File:BFV-BredaMortargrenade.jpg|thumb|none|600px|The bombs on the chest.]]&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
[[Hafthohlladung Anti Tank Mine]]s can be found in a few campaign missions, appearing as the &amp;quot;Shaped Charge&amp;quot;. They behave similarly to the ''Limpet Mine'' explosive from ''Battlefield 1''. The HHL mine has been made available to the multiplayer with the latest Summer Update.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|200px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:BFV Haftholladung (1).jpg|thumb|none|600px|The ''Hafthohlladung'' in the hands of Billy Bridger.]]&lt;br /&gt;
[[File:BFV Haftholladung (2).jpg|thumb|none|600px|Popping the safety cap up.]]&lt;br /&gt;
[[File:BFV Haftholladung (3).jpg|thumb|none|600px|The ''Hafthohlladung'' in the air.]]&lt;br /&gt;
[[File:BFV Haftholladung (4).jpg|thumb|none|600px|The ''Hafthohlladung'' in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Hawkins Grenade==&lt;br /&gt;
The Hawkins Grenade has been added in the latest Summer Update, known as the &amp;quot;Demolition Grenade&amp;quot;. When thrown, this grenade acts as a smaller version of the AT Mine.&lt;br /&gt;
&lt;br /&gt;
It also makes an appearance on the &amp;quot;Highlander&amp;quot;, &amp;quot;Scottish Play&amp;quot; and &amp;quot;Robert the Bruise&amp;quot; outfits in multiplayer. It is shown to be secured with straps to the legs on these outfits which appears to be based on the famous photo of Eisenhower speaking with paratroopers of the 101st Airborne just prior the Normandy landings.&lt;br /&gt;
[[File:Hawkinsmine.JPG|thumb|none|400px|Mk-II No. 75 Hawkins Grenade/Mine]]&lt;br /&gt;
[[File:BFV Hawkins (1).jpg|thumb|none|600px|&amp;quot;Holding&amp;quot; the Hawkins bomb.]]&lt;br /&gt;
[[Image:BFV Hawkins.jpg|thumb|600px|none|The Hawkins Grenade, awaiting for a vehicle to step on.]]&lt;br /&gt;
[[Image:BFV-HawkinsUniform.jpg|thumb|600px|none|The grenade bound on the leg.]]&lt;br /&gt;
&lt;br /&gt;
==Lunge Mine==&lt;br /&gt;
The Lunge Mine is a Chapter Reward in the &amp;quot;Into the Jungle&amp;quot; chapter, unlocked at Rank 5, available for the Assault and Support classes, with only one stick available at any time. It can be used by plunging to targets or performing a &amp;quot;boomstick charge&amp;quot; (similar to a bayonet charge). While in reality pole mines were used as a last ditch suicidal weapon by the Japanese, the in-game lunge mine only deals a slight amount of damage to the user (only killing them if at low enough health). It can kill enemy infantry and light transports in one hit, but it takes multiple pole mines to destroy armored targets that have maximum health.&lt;br /&gt;
[[Image:Lunge_Mine.jpg|thumb|none|350px|Render of a Shitotsubakurai Lunge Mine]]&lt;br /&gt;
[[File:BFV Lunge Mine (1).jpg|thumb|none|600px|The Pole Mine in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire. The Frag Grenade Rifle also fires Mills Bombs with gas check plates.&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:Mills No 36 Rifle Grenade.JPG|thumb|none|200px|No. 36 Mk. I &amp;quot;Mills Bomb&amp;quot; with gas check attached for use as a rifle grenade.]]&lt;br /&gt;
[[File:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
[[Mk 2 hand grenade]]s appear on Allied outfits in multiplayer, and are the standard fragmentation grenade of the US faction introduced in Chapter 5.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:Bfv-mk2grenadeoutfit.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:BFV Mk2 (1).jpg|thumb|none|600px|A Mk. II grenade in hand during the actual storm on &amp;quot;Pacific Storm.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for all factions, obscuring line of sights when detonated. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Union Jacked, Royal Motivations, AKA, and the Ratburner outfits.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
[[Image:Bfv-M18grenadeoutfit.jpg|thumb|600px|none|The Union Jacked outfit, with the M18 hanging in the right back side.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. &lt;br /&gt;
&lt;br /&gt;
A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1, and like the previous game, when thrown to a vehicle, it detonates instantly.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Axis forces. &lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade for the Support class. It can stick to any surface, but can be countered by Zimmerit paste when applied to German tanks.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to all factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==No. 80 Smoke Grenade==&lt;br /&gt;
An unusable No. 80 Smoke Grenade is mounted on the belt of the &amp;quot;Cool Hand Duke&amp;quot; uniform for the Allies.&lt;br /&gt;
[[Image:BFV No80.jpg|thumb|600px|none|The No. 80 Grenade on the belt beneath the Thompson's magazine.]]&lt;br /&gt;
&lt;br /&gt;
==OTO Mod. 35==&lt;br /&gt;
An [[OTO Mod. 35]] grenade is also seen hanging on the &amp;quot;Baron von Zorn&amp;quot; uniform along with the Breda grenade.&lt;br /&gt;
[[Image:Italian Bomba a Mano Mod 35 OTO.jpg|thumb|none|150px|OTO Mod. 35 High-Explosive hand grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The lower-hanging  grenade.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;AP Mine&amp;quot;. It is a starting gadget for the Recon class, and can also be unlocked by the Medic and Support classes. As in real life, when triggered it bounces upwards and delivers high damage.&lt;br /&gt;
&lt;br /&gt;
In the 5.2 update, the S-Mine was changed to function via a tripwire rather than just area of effect (the AoE only happens when tripped), which is actually possible, as the real S-Mine can be modified to be tripped by wire.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support classes, named the &amp;quot;AT Mine&amp;quot;. As the name implies, it can severely damage enemy tanks when driven through, but can be destroyed by gunfire or deactivated by the Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range, resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Hand Grenade==&lt;br /&gt;
The [[Type 97 hand grenade|Type 97 Hand Grenade]] is the standard grenade for the Japanese faction and appears simply as the &amp;quot;Frag Grenade&amp;quot;.&lt;br /&gt;
[[File:Japanese-type97-grenade.jpg|thumb|none|150px|Type 97 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:BFV-Type97grenade1.jpg|thumb|600px|none|The grenade in the menu.]]&lt;br /&gt;
[[File:BFV Type97 Grenade (1).jpg|thumb|none|600px|A Japanese soldier hunkers down in a trench with the Type 97 grenade.]]&lt;br /&gt;
[[Image:BFV-Type97grenade2.jpg|thumb|600px|none|Two Type 97 grenades with red-painted tops on the Japanese &amp;quot;Ikazuchi&amp;quot; uniform.]]&lt;br /&gt;
&lt;br /&gt;
==Type 98 Stick Grenade==&lt;br /&gt;
Several Japanese Type 98 stick grenades are seen on the &amp;quot;Arashi&amp;quot; uniform. This grenade is a modified version of the Chinese [[Type 67 stick grenade]].&lt;br /&gt;
[[File:Type98stickgrenade.JPG|thumb|none|300px|Type 98 Stick Grenade]]&lt;br /&gt;
[[Image:BFV-ArashiGrenade.jpg|thumb|600px|none|The grenade in the front bags.]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Hand Grenade==&lt;br /&gt;
Two [[Type 99 hand grenade|Type 99 Hand Grenade]]s can be seen hanging on the Japanese &amp;quot;Master at Arms&amp;quot; uniform. This is an improved version of the [[Type 97 hand grenade|Type 97 Hand Grenade]] which a non-segmented body.&lt;br /&gt;
[[File:Type 99 grenade.jpg|thumb|none|150px|Type 99 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:BFV-Type99grenade.jpg|thumb|600px|none|The two hanging grenades in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Mine==&lt;br /&gt;
The Summer update includes the Japanese Type 99 Mine as another hand grenade equivalent for all classes, acting as a heavy grenade that can stick to vehicles and can detonate after a short timer.&lt;br /&gt;
[[File:BFV Type 99 Mine (1).jpg|thumb|none|600px|An attempt at holding the Type 99 Mine inside the Iwo Jima caves.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the European maps, and is the standard AA gun for the Germans. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank, and its appearance in the base game is anachronistic by 4 years, as it was introduced in 1944. Two emplaced versions exist: one with tires for hitching to vehicles, and one that is fully stationary.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing being towed.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
[[File:BFV-flak38_5.jpg|thumb|600px|none|Manning the Flakvierling from the inside of a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
German Stuka dive bombers can be equipped with 3.7 cm ''Bordkanonen''.&lt;br /&gt;
[[File:BFV-bk1.jpg|thumb|600px|none|A ''Bordkanone'' near a destroyed Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans. It can also be fitted in the Panzer IV and its tank destroyer at Rank 3 of its specialization tree, and is also mounted on top of a Sd.Kfz. 251 halftrack for the Germans as a Squad Reinforcement (9850 points), named &amp;quot;Pakwagen&amp;quot;.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
[[Image:BFV PAK-Panzer.jpg|thumb|600px|none|The &amp;quot;Pak 40 L/43&amp;quot; mounted on the turret of a Panzer IV as a specialization, which is actually the 7.5 cm KwK 40.]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (1).jpg|thumb|600px|none|The Pak 40 mounted on a Hanomag (Sd.Kfz. 251 Pakwagen).]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (2).jpg|thumb|600px|none|Manning the gun in the Hanomag.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 18==&lt;br /&gt;
Several 8.8 cm FlaK 18s can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[Image:BFV-flak2-0.jpg|thumb|600px|none|Left view of a FlaK 18 in the campaign.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|Right view. Note the single-piece barrel, which distinguishes it from a FlaK 36.]]&lt;br /&gt;
[[Image:BFV-flak2-1.jpg|thumb|600px|none|Close up of the gun cradle without the FlaK 37 pointer dials.]]&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==9.2 inch Mark I Siege Howitzer==&lt;br /&gt;
Like the following German Mörser 16, the British BL 9.2-inch howitzer makes a cameo on the &amp;quot;Pacific Storm&amp;quot; map at the Fort May Courtyard flag but it is only a heap of parts. This heap can be seen during the start of the first &amp;quot;Avanti Savoia&amp;quot; mission of Battlefield 1. Historically, it is almost correct; Britain sent some of these howitzers to Japan during World War One, which in turn sent them to Russia. So this howitzer may stand for a Type 45 240mm howitzer or it is just a placeholder.&lt;br /&gt;
[[File:9.2inch Mark 1 Howitzer.JPG |thumb|none|400px|9.2 inch Mark I Siege Howitzer]]&lt;br /&gt;
[[Image:BFV-BL-howitzer1.jpg|thumb|600px|none|The unprepared howitzer heap in-game.]]&lt;br /&gt;
[[Image:BFV-BL-howitzer2.jpg|thumb|600px|none|The breech-loading.]]&lt;br /&gt;
&lt;br /&gt;
==12.8-cm-Flak-Zwillingskanonen==&lt;br /&gt;
Three Flak-Zwillingskanonen are mounted on the &amp;quot;Provence&amp;quot; map.&lt;br /&gt;
[[Image:BFV-flakZwill1.jpg|thumb|600px|none|The Zwillingskanonen in-game.]]&lt;br /&gt;
[[Image:BFV-flakZwill2.jpg|thumb|600px|none|Left view of single FlaK. Note the pointer dials.]]&lt;br /&gt;
[[Image:BFV-flakZwill3.jpg|thumb|600px|none|Right view.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm Mörser 16==&lt;br /&gt;
The German WWI 21cm Mörser 16 heavy howitzer came in with the second appearance of the Rush game mode in the fourth week of the &amp;quot;Defying the Odds&amp;quot; chapter. Unlike in the previous game, it can now be destroyed. Two of these Mörser are also mounted on the &amp;quot;Al Sundan&amp;quot; map.&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;
[[Image:BFV-Mörser-1.jpg|thumb|600px|none|Unprepared Mörser on the &amp;quot;Twisted Steel&amp;quot; map.]]&lt;br /&gt;
[[Image:BFV-Mörser.jpg|thumb|600px|none|Fully set up Mörser 16 in-game.]]&lt;br /&gt;
[[Image:BFV-Mörser2.jpg|thumb|600px|none|The destroyed howitzer in-game.]]&lt;br /&gt;
[[Image:BFV-Mörser3.jpg|thumb|600px|none|Mörser on the desert map &amp;quot;Al Sundan&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the Airborne, Frontlines, and Rush multiplayer modes. Defenders can fire them as quickly as they reload, and are most effective when enemies are spotted; without any spotted enemies, the shell will simply land somewhere in the playable area. Some objectives are radio stations instead, which can call in a strike from howitzers somewhere outside the map, and are functionally identical in terms of gameplay.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|400px|21 cm-Mörser 18 - 210 mm]]&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Prepared Mörser 18 in-game.]]&lt;br /&gt;
[[Image:BFV-Mörser18.jpg|thumb|600px|none|Unloaded Mörser.]]&lt;br /&gt;
&lt;br /&gt;
==28/32 cm Schweres Wurfgerät 40==&lt;br /&gt;
Some Sd.Kfz 251 half-tracks in the &amp;quot;Tirailleur&amp;quot; champaign are seen with side-mounted 28/32 cm Schweres Wurfgerät 40 / Wurfrahmen rocket launchers.&lt;br /&gt;
[[Image:BFV-Wurfrahmen.jpg|thumb|600px|none|In ''Fraternité Ou La Mort'', Deme encounters a ''Stuka zu Fuß''.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
[[File:BFV Bren Mounted (1).jpg|thumb|600px|none|Manning the Bren with a drum magazine. Note the sights have been changed.]]&lt;br /&gt;
[[File:BFV Bren Mounted (2).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank. Emplaced Bofors cannons were introduced as the stationary AA gun for the British, American and Japanese factions, dealing higher damage than a Flak 38 due to its lower fire rate. On these mounted guns, 40mm shells drop into the gun's receiver and the spent casings come out of the bottom when firing.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFV Bofors.jpg|thumb|600px|none|The Bofors turret in the Valentine AA tank, which itself is supposed to represent the Crusader III, AA Mk I, but actually it is just the Crusader's turret on the game's Valentine chassis.]]&lt;br /&gt;
[[File:BFV-bofors2.jpg|thumb|600px|none|Manning the Bofors from the inside.]]&lt;br /&gt;
[[File:BFV-bofors3.jpg|thumb|600px|none|Ejecting a spent casing. This animation is similar to the Garford-Putilov Armoured Car from ''BF1'' where the gunner throws the casing out of the tower.]]&lt;br /&gt;
[[File:BFV-bofors7.jpg|thumb|600px|none|Bofors mounted on a Landing Ship, Tank (LST).]]&lt;br /&gt;
[[File:BFV-bofors4.jpg|thumb|600px|none|A Bofors &amp;quot;40mm AA&amp;quot; on the &amp;quot;Pacific Storm&amp;quot; map.]]&lt;br /&gt;
[[File:BFV-bofors5.jpg|thumb|600px|none|Manning the AA-gun.]]&lt;br /&gt;
[[Image:Bofors40Quad.jpg|thumb|none|350px|Bofors 40mm L/60 quad mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFV-bofors6.jpg|thumb|600px|none|Bofors AA-guns mounted on an American aircraft carrier.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II==&lt;br /&gt;
British planes like the Spitfire and the Mosquito are armed with [[Browning AN/M2|Browning .303 Mk II]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:BFV-Browning303.jpg|thumb|600px|none|Four Brownings mounted in the Mosquito's noise.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
[[Browning M1919A4]] machine guns are mounted on the M4 Sherman and LVT armored vehicles and can be used from a variety of positions, including hull, co-axial, and top mounts. The Higgins Boats also sports two M1919s with protective shields. &lt;br /&gt;
[[File:M1919A4 pintle.jpg|thumb|none|400px|Browning M1919A4 on an M31C pedestal mount - .30-06 Springfield]]&lt;br /&gt;
[[File:BFV M1919A4 (1).jpg|thumb|none|600px|Operating the Browning on top of a LVT.]]&lt;br /&gt;
[[File:BFV M1919A4 (2).jpg|thumb|none|600px|Aiming the machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts. An emplaced version, returning from ''Battlefield 4'', has been added in the &amp;quot;War in the Pacific&amp;quot; chapter for the American faction, with a shield. The LVT(A)-1 amphibious tank can be equipped with two M2HBs.&lt;br /&gt;
&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head-on. Note the Calliope tank in the background.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
[[File:BFV-BrowningHB1.jpg|thumb|600px|none|A just built M2HB.]]&lt;br /&gt;
[[File:BFV-BrowningHB2.jpg|thumb|600px|none|Manning the Browning.]]&lt;br /&gt;
[[File:BFV-BrowningHB3.jpg|thumb|600px|none|Zooming in.]]&lt;br /&gt;
[[File:BFV-BrowningHBLVT.jpg|thumb|600px|none|The LVT(A)-1 with the upraded M2HB turret.]]&lt;br /&gt;
&lt;br /&gt;
==Coaxial Flamethrower==&lt;br /&gt;
The American Sherman and the Japanese Ka-Mi tank can be upgraded with coaxial flamethrowers.&lt;br /&gt;
[[File:BFV-CFlame1.jpg|thumb|600px|none|The Sherman's flamethrower in action on Iwo Jima.]]&lt;br /&gt;
[[File:BFV-CFlame2.jpg|thumb|600px|none|Looking at the Ka Mi's flamethrower and Type 1 37 mm tank gun.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
Spitfires can be upgraded with two [[Hispano-Suiza HS.404]]. The American A/N M3 variant is mounted in Vought F4U Corsair fighter aircraft.&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum 20x110mm]]&lt;br /&gt;
[[File:BFV_Hispano.jpg|thumb|none|600px|A Hispano mounted in the Spitfire's wing.]]&lt;br /&gt;
[[File:BFV_ANM.jpg|thumb|none|600px|The A/N M3 mounted near the wing route air inlets which gave it the nickname &amp;quot;Whistling Death&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==MG 131 machine gun==&lt;br /&gt;
The primary armament of Messerschmitt Bf 109 fighters are two nose-mounted [[MG131 machine gun]]s.&lt;br /&gt;
[[Image:MG 131.jpg|thumb|none|400px|MG131 - 13x64mm B]]&lt;br /&gt;
[[File:BFV_MG131.jpg|thumb|none|600px|Looking at the two MG131s.]]&lt;br /&gt;
&lt;br /&gt;
==MG 151/20==&lt;br /&gt;
Bf 109 fighters are also armed with [[MG 151 cannon|MG 151/20 cannon]]s, while other planes like the JU 88 can be upgraded with those.&lt;br /&gt;
[[File:mg15120.jpg|thumb|400px|none|Mauser MG 151/20, standard propeller dome armament for the Messerschmitt Bf 109 - 20x82mm.]]&lt;br /&gt;
[[File:BFV_MG151.jpg|thumb|none|600px|Two MG 151/20 mounted in the hull of a JU 88 bomber.]]&lt;br /&gt;
&lt;br /&gt;
==MG17==&lt;br /&gt;
[[MG17 machine gun]]s are mounted on German planes.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|400px|MG17 machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-mg17.jpg|thumb|600px|none|An MG17 mounted on a Stuka. Note the Jericho siren which actually spins when diving.]]&lt;br /&gt;
&lt;br /&gt;
==MG34 Panzerlauf==&lt;br /&gt;
The [[MG34|MG34 Panzerlauf]] variant, fitted with the saddle drum magazine, is mounted to various German vehicles and as a standalone stationary weapon, while the belt-fed MG34 Panzerlauf is mounted in the hull and coaxial mounts of German tanks. In the second January 2019 patch, the mounted MG34 stationary weapon previously only seen in the campaign was added to multiplayer, replacing the Vickers as the German constructible stationary MG.&lt;br /&gt;
&lt;br /&gt;
The Panzerlauf barrel is also available as a customization option for the &amp;quot;barrel&amp;quot; component for the infantry MG34.&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(1).jpg|thumb|600px|none|The MG34 mounted on the backseat of a Kubelwagen; the Panzerlauf (Armored Barrel) barrel can be seen here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(2).jpg|thumb|600px|none|Manning the mounted MG34.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(3).jpg|thumb|600px|none|Aiming. While the sights aren't properly aligned, the actual point of impact is also higher than the front sight, so this common video game issue actually makes a bit more sense here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(4).jpg|thumb|600px|none|The stationary MG34 added with the second January 2019 patch. This is the rear view.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(5).jpg|thumb|600px|none|The front view of the same weapon.]]&lt;br /&gt;
[[File:Battlefield™ V 20191011091411.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; barrel option for the Support's MG34. Other skin variants use the Panzerlauf barrel as well.]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s. Some Oerlikon can be seen mounted on American ships on the Pacific maps.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[Image:BFV Oerlikon.jpg|thumb|none|600px|Three Oerlikon cannons mounted on a Valentine chassis.]]&lt;br /&gt;
[[Image:BFV-Oerlikonship.jpg|thumb|none|600px|A line of Oerlikons on an aircraft carrier.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The British counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun. It is also mounted on top of a T48 GMC half-track as a Squad Reinforcement for the British at 9850 Requisition Points. It is also usable in the Pacific maps.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
[[Image:BFV-qf4.jpg|thumb|600px|none|A Japanese QF 6-pounder with camouflage.]]&lt;br /&gt;
&lt;br /&gt;
==Type 10 120mm Dual-Purpose Gun==&lt;br /&gt;
Japanese Type 10 120mm Dual Purpose Guns are usable on Pacific maps. Some objectives in the Pacific maps feature the Type 10 with a shield for small arms protection. It is effective against infantry and tanks, but it can also be used against aircraft. When spotted by a U.S. soldier, it is sometimes called a &amp;quot;[[Type 96 25 mm AT/AA Gun|Triple AA Gun]]&amp;quot;.&lt;br /&gt;
[[Image:Type10Cannon.jpg|thumb|none|400px|Damaged Japanese Type 10 dual-purpose gun on Guam - 120mm]]&lt;br /&gt;
[[Image:Bfv-type10-1.jpg|thumb|600px|none|A &amp;quot;Type 10&amp;quot; mounted in a tunnel in [[Flags of our Fathers|Mount Suribachi]] on [[Letters from Iwo Jima|Iwo Jima]].]]&lt;br /&gt;
[[Image:Bfv-type10-2.jpg|thumb|600px|none|Rear view of another gun in the same tunnel.]]&lt;br /&gt;
[[Image:Bfv-type10-2-1.jpg|thumb|600px|none|A Type 10 with a shield on the &amp;quot;Pacific Storm&amp;quot; map.]]&lt;br /&gt;
[[Image:Bfv-type10-3.jpg|thumb|600px|none|Manning the shielded gun.]]&lt;br /&gt;
&lt;br /&gt;
==Type 93 Heavy Machine Gun==&lt;br /&gt;
The Japanese Type 93 Heavy Machine Gun is added to the game with the &amp;quot;War in the Pacific&amp;quot; chapter, found on Pacific maps, and can be built by the Japanese faction as emplacements, as a counterpart to the Browning M2HB. Like the M2HB, the Type 93 can be equipped on Type 2 Ka-Mi amphibious tanks replacing the Type 1 37 mm tank gun for anti-air use.&lt;br /&gt;
[[Image:Type93HMG.jpg|thumb|none|300px|Type 93 Heavy Machine Gun - 13.2mm]]&lt;br /&gt;
[[Image:Bfv-type93-1.jpg|thumb|600px|none|A Japanese soldier manning the HMG.]]&lt;br /&gt;
[[Image:Bfv-type93-2.jpg|thumb|600px|none|Another side view.]]&lt;br /&gt;
[[Image:Bfv-type93-3.jpg|thumb|600px|none|First person view.]]&lt;br /&gt;
[[Image:Bfv-type93-4.jpg|thumb|600px|none|Zooming in the iron sights.]]&lt;br /&gt;
[[Image:Bfv-type93-5.jpg|thumb|600px|none|A pair of Type 93s mounted in the turret of a Type 2 Ka-Mi tank.]]&lt;br /&gt;
[[Image:Bfv-type93-6.jpg|thumb|600px|none|Tanker's view.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 Aircraft Machine Gun==&lt;br /&gt;
Japanese Mitsubishi A6M &amp;quot;Zero&amp;quot; fighters are armed with two [[Vickers#Type_97_Aircraft_Machine_Gun|Type 97 Aircraft Machine Gun]]s which wiggle when shooting. The A6M5 can be equpipped with 6 Type 97 on Rank 1.&lt;br /&gt;
[[Image:Type 97.jpg|thumb|none|400px|Type 97 aircraft machine gun - 7.7x56mm R]]&lt;br /&gt;
[[Image:Bfv-type97Air1.jpg|thumb|600px|none|Two MGs mounted in a disabled &amp;quot;Zero&amp;quot;.]]&lt;br /&gt;
[[Image:Bfv-type97Air2.jpg|thumb|600px|none|Before taking off a Japanese pilot checks his Flight instruments.]]&lt;br /&gt;
&lt;br /&gt;
==Type 97 light machine gun==&lt;br /&gt;
The vehicle-mounted version of the [[Type 97 light machine gun]] is the turret and coaxial machine gun of Japanese tanks.&lt;br /&gt;
[[Image:Type 97 tank machine gun.jpg|thumb|none|400px|Type 97 light machine gun in-tank configuration - 7.7x58mm Arisaka]]&lt;br /&gt;
[[Image:Bfv-type97tank1.jpg|thumb|600px|none|A Type 97 mounted on top of a Type 97 tank.]]&lt;br /&gt;
[[Image:Bfv-type97tank2.jpg|thumb|600px|none|Manning the machine gun.]]&lt;br /&gt;
[[Image:Bfv-type97tank3.jpg|thumb|600px|none|A hull mounted Type 97.]]&lt;br /&gt;
&lt;br /&gt;
==Type 99 Cannon==&lt;br /&gt;
The &amp;quot;Zeros&amp;quot; are also armed with two wing-mounted [[Type 99 cannon]]s. The A6M2 can be equipped with two more, like A/N M3 on the Corsairs. An Angled &amp;quot;20mm HE&amp;quot; can be unlocked at rank 4 for the A6M5, which is mounted ontop the cockpit.&lt;br /&gt;
[[Image:Navy Type 99-1 &amp;amp; 99-2.JPG|thumb|none|400px|Type 99 cannon aircraft variants, top an earlier Type 99 Mark 1 Model 3 - 20x72mm RB, bottom a later Type 99 Mark 2 Model 3 - 20x101mm RB]]&lt;br /&gt;
[[Image:Bfv-type99c1.jpg|thumb|600px|none|A covered Zeke at the Airfield on &amp;quot;Pacific Storm&amp;quot; with the mounted cannons.]]&lt;br /&gt;
[[Image:Bfv-type99c2.jpg|thumb|600px|none|Flying A6M with four mounted Type 99s with extra splash damage.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is the buildable stationary heavy MG for the British faction. It uses the same animations as ''Battlefield 1'''s Maxim, but its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British]]&lt;br /&gt;
[[Image:Bfv-vickers1.jpg|thumb|600px|none|The front of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers2.jpg|thumb|600px|none|The rear of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers3.jpg|thumb|600px|none|Using the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers4.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bfv-mg42muzzlemint.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification for the MG42 uses the post-1940 Mark II blast deflector for the Vickers. Other muzzle modifications also use the blast deflector.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic customization options in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
[[Image:Bfv-stgmuzzlechrome.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the StG 44. Other muzzle modifications also use the Colt Monitor cutts compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti L-39==&lt;br /&gt;
The muzzle of the Finnish [[Lahti L-39]] anti-tank rifle is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Lahti_with_PKM_for_size.jpg|thumb|none|450px|Lahti L-39 with a [[PK Machine Gun]] for scale - 20x138mm B]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle1.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the Kar98k.]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle2.jpg|thumb|600px|none|The &amp;quot;Liberte&amp;quot; muzzle modification for the LS/26.]]&lt;br /&gt;
&lt;br /&gt;
==PTRD-41==&lt;br /&gt;
A muzzle from a [[PTRD-41]] is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|500px|PTRD-41 Anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Bfv-mg42muzzleblued.jpg|thumb|600px|none|The &amp;quot;Blued&amp;quot; muzzle modification for the MG42. Other muzzle modifications also use the PTRD-41 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==Reising M50==&lt;br /&gt;
The Cutts compensator from a [[Reising Submachine Gun|Reising M50]] submachine gun is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Reising m50-1.jpg|thumb|none|500px|Reising M50 (full stock variant) - .45 ACP. Fitted with Cutts compensator and 20 round double stack magazine.]]&lt;br /&gt;
[[Image:Bfv-STGmuzzleReising.jpg|thumb|600px|none|The &amp;quot;Gold Plated&amp;quot; muzzle modification for the STG-44. Other muzzle modifications also use the Reising's Cutts compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as a visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
[[Image:Bfv-nightowlbarrel.jpg|thumb|600px|none|The &amp;quot;Night Owl&amp;quot; barrel modification. Other barrel modifications also use the Mk V barrel shroud and front sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenmintmuzzle.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification. Other muzzle modifications also use the Mk I muzzle.]]&lt;br /&gt;
[[Image:Bfv-stengoldstock.jpg|thumb|600px|none|The &amp;quot;Gold Plated&amp;quot; stock modification. Other stock modifications also use the Mk I stock.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I*==&lt;br /&gt;
The Sten Mk 1* stock is an available visual modification of the Sten's &amp;quot;stock&amp;quot; component.&lt;br /&gt;
[[Image:Sten MkI star.jpg|thumb|none|400px|Sten Mk I* - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenchromedstock.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; stock modification. Other stock modifications also use the Mk I* stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1346932</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1346932"/>
		<updated>2020-05-16T16:32:53Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional=&lt;br /&gt;
==Brügger &amp;amp; Thomet APC9 PRO==&lt;br /&gt;
A [[Brügger &amp;amp; Thomet APC9|Brügger &amp;amp; Thomet APC9 PRO]] has been datamined in the PC files, misleadingly referred to as the &amp;quot;[[TDI Vector|Vector]]&amp;quot;.&lt;br /&gt;
[[File:B&amp;amp;T SMG APC9 PRO G.jpg|thumb|none|450px|B&amp;amp;T SMG APC9 PRO G - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
== Optics ==&lt;br /&gt;
=== 1P29 Scope ===&lt;br /&gt;
The Russian 1P29 appears as the &amp;quot;VLK 3.0x Optic&amp;quot; and is depicted with a custom Weaver/Picatinny mount. It uses a much more PSO-like reticle with a red dot instead of a chevron in the center instead of the real 1P29's distinct hanging post.&lt;br /&gt;
&lt;br /&gt;
=== BelOMO PK-AS-W ===&lt;br /&gt;
The BelOMO PK-AS-W collimator sight appears as the &amp;quot;APX5 Holographic Sight&amp;quot; and is depicted with a much more low-profile mount than in reality, as well as a much thinner adjustment dial. It also sits flush with the mount, unlike the real version that has a visible gap.&lt;br /&gt;
&lt;br /&gt;
=== EOTech EXPS2 ===&lt;br /&gt;
The EOTech EXPS2 appears as the &amp;quot;Corp Combat Holo Sight&amp;quot;. It features a noticeably taller lens, and is slightly longer overall. It lacks an adjustment screw and the differently-modeled QD throw lever is reversed.&lt;br /&gt;
&lt;br /&gt;
Given the lack of branding and the name, it is implied that the optic is produced directly by the US Military in the MW universe.&lt;br /&gt;
&lt;br /&gt;
=== EOTech HHS II ===&lt;br /&gt;
The EOTech HHS II appears as the &amp;quot;4.0x Flip Hybrid&amp;quot;. The EXPS2 used for the &amp;quot;Corp Combat Holo Sight&amp;quot; remains the same. The G33 magnifier is depicted as sitting closer to the EXPS2's lens instead of having its objective lens flush with the ring mount. The rubber-like sleeve is a drab green instead of black and has a much different profile. It lacks an adjustment knob on its side.&lt;br /&gt;
&lt;br /&gt;
The G33 in this universe is produced by &amp;quot;Solozero Optics&amp;quot; while the side-flipping mount is produced by &amp;quot;First Signal Solutions&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== HoloSun HS510C ===&lt;br /&gt;
The HoloSun HS510C appears as the &amp;quot;Operator Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== OKP-7 ===&lt;br /&gt;
The Russian OKP-7 appears as the &amp;quot;Monocle Reflex Sight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Raytheon ELCAN Specter DR 1-4x ===&lt;br /&gt;
The Raytheon ELCAN Specter DR 1-4x appears as the &amp;quot;Scout Combat Optic&amp;quot;. It is depicted with its BUIS bases and even the mounting plate for the micro red dot that pairs with it, but neither can be equipped. The description also reads that it features a 3.25x magnification, which is impossible on a real Specter DR.&lt;br /&gt;
&lt;br /&gt;
Given the lack of branding, in universe, the Specter DR may be manufactured directly by a nation's military, likely the US.&lt;br /&gt;
&lt;br /&gt;
=== Trijicon MGRS ===&lt;br /&gt;
The Trijicon Machine Gun Reflex Sight appears mounted on the M2HB as part of the &amp;quot;Shield Turret&amp;quot; killstreak.&lt;br /&gt;
&lt;br /&gt;
===Hartman MH1===&lt;br /&gt;
The PBX Holo 7 is based loosely on the Hartman MH1 optic.&lt;br /&gt;
&lt;br /&gt;
== Foregrips ==&lt;br /&gt;
=== &amp;quot;Merc Foregrip&amp;quot; ===&lt;br /&gt;
The &amp;quot;Merc Foregrip&amp;quot; resembles the Troy Industries foregrip and KAC Forward Pistol Grip.&lt;br /&gt;
&lt;br /&gt;
=== Magpul AFG-2 ===&lt;br /&gt;
The Magpul AFG-2 appears as the &amp;quot;Commando Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Magpul Rail Vertical Grip ===&lt;br /&gt;
The &amp;quot;Ranger Foregrip&amp;quot; takes the appearance of a Magpul Rail Vertical Grip on weapons such as the MP7, SMG-45, and M14.&lt;br /&gt;
&lt;br /&gt;
=== Striker Industries Cobra Tactical Fore Grip ===&lt;br /&gt;
A slightly modified version of the SI Cobra Tactical grip appears simply as the &amp;quot;Tactical Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== TangoDown Vertical Fore Grip QD ===&lt;br /&gt;
The TangoDown Vertical Fore Grip QD appears as the &amp;quot;Operator Foregrip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Lasers ==&lt;br /&gt;
=== Tac Laser ===&lt;br /&gt;
The &amp;quot;Tac Laser&amp;quot; is based on the PEQ-15.&lt;br /&gt;
&lt;br /&gt;
== Muzzle devices ==&lt;br /&gt;
=== &amp;quot;Muzzle Brake (Western)&amp;quot; ===&lt;br /&gt;
The Muzzle Brake attachment for NATO rifles is based on the Surefire SFMB-556-1/2x28.&lt;br /&gt;
&lt;br /&gt;
=Discussion=&lt;br /&gt;
Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
:::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here] (what do the selector markings read, S-E-A or something? There's a closeup lacking some lighting at 0:43). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]] (ignore the AKS-74 style folding stock, it's just an optional attachment). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
::To be fair, that's pretty much the only way to do it on the shorter-barreled variants.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:19, 17 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
:OK, so I found out that if you combine dual Glocks with shoulder stocks, get on a ladder, and ADS, this happens: [[File:MW Glock ladder bug.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;br /&gt;
:Or is it a hybrid of both? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 01:26, 8 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== New gun in Season 2 trailer ==&lt;br /&gt;
&lt;br /&gt;
I noticed a new weapon in the second season trailer.  The rate of fire is similar to a shotgun.  Anyone have any ideas? --[[User:Pustelga7|Pustelga7]] 11 February 2020&lt;br /&gt;
:[[M26 Modular Accessory Shotgun System]]. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:01, 11 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== SG 552 barrels ==&lt;br /&gt;
Pretty sure the Nexus is a pure hybrid of the 550/551, while the Archangel is purely the 550 SR. The Nexus has three vent holes (551) but also a bipod (550), and while it's a shorter barrel than the Archangel, the handguard is basically the same length (as the 550 and 550 SR are). The Nexus is also a classic SIG front end in design, while calling the super custom Archangel a 550 visually doesn't really fit. The barrel length in front of the handguard (proportionally) also only really matches the 550 SR, while the Nexus exposed barrel is between the 550 and 551. Not sure about the CZEN barrel, but the gas block and muzzle area definitely look like the CZ 805 BREN, which definitely fits the MW name. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 23:53, 12 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some trivia ==&lt;br /&gt;
&lt;br /&gt;
[[File:MW BFBC2 pose.jpg|thumb|none|600px|]]&lt;br /&gt;
Thought the bottom image looked familiar. Figured ya'll might like this.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:25, 17 February 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon filenames ==&lt;br /&gt;
Right now there's a bug where a gun's filename is visible in the place the ammo type should be, and (as expected) there are a whole bunch that are closer to their real names; a quirk is that, seemingly as a stylistic choice, one letter is always written out in the phonetic alphabet. A few neat examples are (from memory) &amp;quot;sierra552&amp;quot;, &amp;quot;romeo870&amp;quot;, and &amp;quot;lima86&amp;quot;. I know a lot of pages on the site note filenames when they more accurately name the gun, so that seems worth doing here. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 22:05, 16 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Season 2 Loadup Screen ==&lt;br /&gt;
&lt;br /&gt;
I can get a screencap to verify, but I'm pretty sure it's the &amp;quot;Traitor&amp;quot; SCAR-H as it looks like it has the same rail extension. I will say, it seems to have more ACR-like receiver pins just ahead of the stock though. --[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:08, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it looks like you are correct. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:34, 24 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon/vehicle likeness in Call of Duty lawsuit ==&lt;br /&gt;
&lt;br /&gt;
https://www.gtplanet.net/call-of-duty-legal-victory-20200403/&lt;br /&gt;
https://assets.documentcloud.org/documents/6823541/Humvee.txt&lt;br /&gt;
I was browsing twitter and saw that Activision won the lawsuit brought against it by the company that made the Humvee. I guess future CoD games will no longer have to modify vehicles/guns in order to bypass lawsuits from respective manufacturers? Would be nice.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 16:20, 3 April 2020 (EDT)&lt;br /&gt;
:Although this a good win in the courts (I remember Textron and EA had a dispute over the Marine Corps helicopters from Battlefield 3), I doubt this will have much effect on weapon and vehicle models - the devs don't want to be seen as endorsing a particular brand, especially firearms and optics manufacturers.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:53, 3 April 2020 (EDT)&lt;br /&gt;
::Didn't they already use Remington and EOTech logos in MW3? Why would they change their minds now? -[[User:1morey]] April 3, 2020 5:54 PM (EST)&lt;br /&gt;
:::Gun control groups drew links between the sponsored Remington products in MW3 to the 2012 Connecticut school shooting; game publishers (most vocally EA) began distancing themselves from the firearms manufacturers since then. Also note how the Holographic sights in many of the recent games are &amp;quot;totally-not-EOTechs.&amp;quot;--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:02, 3 April 2020 (EDT)&lt;br /&gt;
::::If I recall, artists for CoD have said that a lot of the push for the slightly fictionalized optics and weapons were due to legal concerns, and not a worry over being seen as &amp;quot;endorsing&amp;quot; IRL products. Now that they've won this case, I hope that they are free of this issue, and can go back to just using accurate weapon and attachment models. After all, Ubisoft's The Division series has 1:1 attachments and weapon models, and that's a pretty high profile series. Frankly, this trend of slightly modifying guns and sights in order to appease lawyers for the publisher irritated me to no end.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:29, 4 April 2020 (EDT)&lt;br /&gt;
:::::It's especially amusing/depressing with the release of the MW2 remaster, complete with all its proper weapon models and (especially) names. &amp;gt;.&amp;gt; [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 16:56, 4 April 2020 (EDT)&lt;br /&gt;
::::::Everything except, amusingly enough, the Humvee.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 18:52, 4 April 2020 (EDT)&lt;br /&gt;
:::::::The EOTech looks a bit different from what I've seen. Also I guess Ubisoft must still have some deals though, like Wildlands had a licensed Ruger pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:10, 5 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Screencap/in-game brightness==&lt;br /&gt;
&lt;br /&gt;
This isn't directed at anyone specific or from anything recent, but since it was on my mind, please make sure your in-game brightness slider isn't cranked (ideally it should be right at 50). Increasing in-game brightness doesn't do anything but wash out the image and make stuff look grey; it doesn't actually improve visibility. There are definitely some screencaps here like that (probably not worth redoing or anything) and it's all too common in videos/clips floating around online. Just a friendly PSA. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 03:34, 10 April 2020 (EDT)&lt;br /&gt;
:I messed some up with the 1911, .357, and some shotgun, SCAR, and the sniper rifle images. I've been meaning to redo them at some point. Also, I'd recommend to turn down motion blur and set the game to Realism in a private lobby.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:05, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Highly-Modified L86 ==&lt;br /&gt;
&lt;br /&gt;
Several blueprints of the L86 feature a completely custom receiver that looks nothing like the original. I can only assume that the design of it was influenced by other weapons, but I can't quite put my finger on where the inspiration comes from. I'd like to say the MSBS/Grot, but I don't know. What do you all think?&lt;br /&gt;
&lt;br /&gt;
--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 20:03, 15 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:MW Abyss Walker 1.jpg|600px]]&lt;br /&gt;
:They remind me of CBRPS bullpup kits, kinda.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:21, 16 April 2020 (EDT)&lt;br /&gt;
::[[File:MW L86 Stratagem.jpg|thumb|none|600px|]] This is another example that has the different set of iron sights. It looks pretty fictitious other than the triggerguard and pistol grip look kinda QBZ-ish. And yeah, they look kinda CBRPS but that seems weird as the L86 is already a bullpup. Also note the &amp;quot;ambidextrous&amp;quot; charging handle right where the user's cheek would go...--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:41, 16 April 2020 (EDT)&lt;br /&gt;
:::It also now lacks a rear fire selector, and the cross-bolt safety's been replaced with a two-position lever marked &amp;quot;0&amp;quot; and &amp;quot;A&amp;quot;. Plenty of empty space within the rail system as well. Yikes to that ambi charging handle too, but at least it's got a brass deflector, right? --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 16:42, 16 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Hadir's AUG==&lt;br /&gt;
Just a heads up that his personal AUG (the one with the proper flash hider, tape wrapped around parts of it, etc) is available right now as the reward for winning one of those weekly tournament things. On a related note, someone on reddit noticed that you can actually recognize Hadir in the intro mission in the campaign, because despite wearing a gas mask / disguise, he's still using his AUG. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 15:55, 16 April 2020 (EDT)&lt;br /&gt;
:I caught that pretty early on, although I'm still trying to figure out why Hadir's AUG went from 5.56 to 9mm, I guess from a patch?--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:52, 20 April 2020 (EDT)&lt;br /&gt;
::I would bet it's a bug, with the &amp;quot;attachment&amp;quot; getting removed. I'll see if I can ask [https://old.reddit.com/user/artpeasant/ the art guy] next time he's poking his head around reddit, he's pretty active there. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:44, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==CoD Tracker unlockables database==&lt;br /&gt;
The CoD Tracker site has just recently put up a database of all the operator skins, weapon blueprints, calling cards, and all that stuff that's in the game; [https://cod.tracker.gg/warzone/db/weapons the list of weapon blueprints could prove handy around here.] These are pulled from the files, though it's not datamining in the same sense we're used to with games, with bits of code or whatever referencing leftovers/unfinished stuff; this is all the items that are fully finished and implemented into the game, but including those that haven't been &amp;quot;switched on&amp;quot; or been given a bundle or other way of unlocking them yet. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 17:12, 17 April 2020 (EDT)&lt;br /&gt;
:Some of the weapon images are apparently pre-release models. For example, the HK433 has the markings of the Beta version, and the &amp;quot;Renetti&amp;quot; has a grip identical to that of a real Beretta M9A3 (unlike the final model, which was altered). EDIT: they now changed the Renetti's image to reflect the in-game grip. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:42, 17 April 2020 (EDT)&lt;br /&gt;
::I've seen the tracker site, nice to be able to have something of a loot master list. About the beta stuff, I've noticed that the MG5 &amp;quot;Dusk&amp;quot; has the proper &amp;quot;Kal.&amp;quot; marking on its receiver. Not sure if it's intentional or they forgot to change it, since I'm pretty sure the fictional Mack8 Armory is US-based. --[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 19:29, 17 April 2020 (EDT)&lt;br /&gt;
:::The &amp;quot;Monochromatic&amp;quot; Desert Eagle also still says &amp;quot;.50AE&amp;quot; on the barrel, instead of just &amp;quot;.50&amp;quot;. On that note, it's especially odd they dropped all references to &amp;quot;AE&amp;quot; from the Desert Eagle, but then added a .41AE conversion for the Uzi, named exactly that. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 14:29, 18 April 2020 (EDT)&lt;br /&gt;
::::Trying to make sense of these changes is an exercise in futility.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 23:12, 18 April 2020 (EDT)&lt;br /&gt;
:::::Yeah, it is. It's almost as futile as trying to find all the branding inconsistencies with blueprints. I would know since that's something I've been doing in my lock-down boredom.--[[User:FPS FTW|FPS FTW]] ([[User talk:FPS FTW|talk]]) 13:07, 19 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Real world attachments section addition?==&lt;br /&gt;
&lt;br /&gt;
I'm wondering if its worth adding a section for real world attachments that appear across multiple weapon systems in game. The &amp;quot;Commando Foregrip&amp;quot; is obviously a magpul angled foregrip. There is a full size and stubby version of the TangoDown vertical foregrip. There is an EOTech-like optic, I think an Aimpont one and one that looked like an Elcan Specter. There are buttstocks that resemble BCM/Crane and Magpul.&lt;br /&gt;
&lt;br /&gt;
Anyways, just food for thought. The developers did really good using a lot of real world accessories. Someone let me know if this is worth having its own section. --[[User:TheFlyingDutchman|TheFlyingDutchman]] ([[User talk:TheFlyingDutchman|talk]]) 05:10, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Usually I'm the guy with the IRL attachments info. I was always in favor of adding some kind of a section for the attachments. However, given the sheer amount of attachments in this game and the fact that the main page is already getting too big I think the best way to do it would be to add the attachments section in the discussion tab similar to how we've done with the &amp;quot;miscellaneous&amp;quot; and melee weapons sections in other CoD articles. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 11:44, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
::ArmA 3's talk page has a section on attachments, like Nanomat's suggestion.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 12:50, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I would love to see a section on attachments. It's only the most &amp;quot;common&amp;quot; stuff I can recognize myself (EOTech of some model, Elcan Speter, PBS-1/PBS-4 suppressors, etc), but most of it I have no idea, and there's no easy way to find all of it if you don't already know them or know what you're looking for. Specific IDs (if possible) for more &amp;quot;generic&amp;quot;/same-y stuff like sniper rifle scopes or suppressors is always cool to have. I've been wondering, what's the PBX Holo 7 optic based on? [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:44, 20 April 2020 (EDT)&lt;br /&gt;
::::I think it's supposed to be the Hartmann MH1, which is also in Breakpoint.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 14:09, 20 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== M249 or Minimi? ==&lt;br /&gt;
&lt;br /&gt;
[http://i.redd.it/sxvaklnhopv41.png Here's] a high-res render of the &amp;quot;Bruen Mk9&amp;quot;. It appears that the handguard was based on that of a current-production FN Minimi ([http://www.fnherstal.com/sites/default/files/2018-07/FN-MINIMI-556-Mk3-Standard-6-1280x800.jpg right side] and [http://www.fnherstal.com/sites/default/files/2018-07/FN-MINIMI-556-Mk3-Tactical-SB-2-1280x800.jpg left side], for comparison), and I don't think that this type of handguard is used on the M249, is it? Then again, the handguard model is not an exact match, but I'm wondering, should the ID be changed to the Minimi due to the similarity? On that note, the game files refer the weapon to as &amp;quot;mkilo3&amp;quot;, which matches the Mk3 designation of the Belgian FN Minimi.&lt;br /&gt;
&lt;br /&gt;
A couple of additional notes: it lacks a heat shield by default, but gains one via a couple of barrel attachments, and anyway there are some Minimis and M249 with or without heat shields. On the opposite end of the scale, the in-game receiver has American markings (Glendale CA), but these are just fictional markings; many of the in-game weapons have markings that contradict the real-life origin of the weapons. The gas regulator lever is also fictionalized.&lt;br /&gt;
&lt;br /&gt;
Any opinions? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:29, 29 April 2020 (EDT)&lt;br /&gt;
:That sounds right. I'm sure there's gonna be a lot of variations available in game once we see all the Gunsmith customizations.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:13, 29 April 2020 (EDT)&lt;br /&gt;
::The &amp;quot;Mk3&amp;quot; filename and handguard alone is enough to go with Minimi, but the European-sounding &amp;quot;Bruen&amp;quot; name and similar-to-Mk3 &amp;quot;MK9&amp;quot; definitely fit with that too. And if all things were equal, I feel it's better to credit something to its original form than what X or Y nation adopts it as. Naturally there are M249 elements in here too, like the Para barrel's heatshield. The skeleton stock seems to be a take on the classic/original Minimi stock (though it's somewhat Para-like too, so it would work as a stand-in for that build), and similarly the Summit barrel handguard looks to be the classic/original Minimi handguard, with the cutouts &amp;quot;upside down&amp;quot;. As an aside, thanks for adding Bucky's SAW build to the page, I'm so happy that's actually a setup we can make. :D [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 13:27, 29 April 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Datamine ==&lt;br /&gt;
There's now an actual Vector that's been datamined IN ADDITION to the APC9.  Also, what appears to be a Galil ACE 31 and a Barrett XM109 are part of it as well. https://www.reddit.com/r/modernwarfare/comments/gim9v1/probable_weapon_leaks_for_season_4_and_then_some/ --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 12:32, 16 May 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_2&amp;diff=1335157</id>
		<title>Call of Duty: Modern Warfare 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_2&amp;diff=1335157"/>
		<updated>2020-04-01T13:36:37Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Remastered version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:MW2.jpg|right|300px|thumb|''Call of Duty: Modern Warfare 2'' (2009)]]&lt;br /&gt;
&lt;br /&gt;
{{spoiler|This page contains spoilers. Read at your own risk!}}&lt;br /&gt;
'''''Call of Duty: Modern Warfare 2''''' (also known as simply ''Modern Warfare 2'', ''CoD:MW2'' or ''MW2'') is the sixth main installment of the ''[[Call of Duty|Call of Duty series]]'' and the second installment of the ''Modern Warfare'' franchise. Officially released worldwide on November 10, 2009, ''MW2'' was developed by Infinity Ward and published by Activision for the PC, PS3 and Xbox 360 platforms.&lt;br /&gt;
&lt;br /&gt;
The game's storyline is set in the year 2016, five years after the events of ''[[Call of Duty 4: Modern Warfare]]''. Despite the efforts of the U.S. Marines, the SAS, and the Russian Loyalists, the Russian Ultranationalist party has taken power within Russia. An Ultranationalist terrorist, Vladimir Makarov, considered too radical even for the new Russian government, begins his campaign to take revenge upon the western world. In response, Task Force 141, led by LTG Shepherd, is created to hunt down Makarov. During the campaign, the player takes the roles of PFC Joseph Allen and PVT James Ramirez of Hunter Two-One, 1st Battalion, 75th Ranger Regiment, U.S. Army, as well as Sgt. Gary &amp;quot;Roach&amp;quot; Sanderson and Capt. John &amp;quot;Soap&amp;quot; MacTavish of Task Force 141.&lt;br /&gt;
&lt;br /&gt;
A remaster of the singleplayer campaign, titled '''''Call of Duty: Modern Warfare 2 Campaign Remastered''''', was released on PlayStation 4 on March 31, 2020, and will be released on Xbox One and PC on April 30, 2020.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons and equipment are used in the video game ''Call of Duty: Modern Warfare 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Weapons in ''Call of Duty: Modern Warfare 2'' are categorized into the following categories: the primary Assault Rifles, Light Machine Guns, Sniper Rifles, and Submachine Guns, and the secondary Handguns, Machine Pistols, Shotguns, and Launchers.&lt;br /&gt;
&lt;br /&gt;
All handguns and submachine guns from multiplayer can be dual-wielded in ''Call of Duty: Modern Warfare 2''. The Rangers and the Winchester Model 1887 shotguns can also be dual-wielded.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
All handguns in the game, except for the M1911, are available in both single and multiplayer modes. All handguns in the multiplayer can be equipped with a variety of accessories, including: FMJ rounds, suppressors, dual wield (akimbo), tactical knives, and extended magazines (unless noted otherwise).&lt;br /&gt;
&lt;br /&gt;
Like in ''Call of Duty 4'', the game effectively animates all handguns as operating in DAO (Double Action Only) mode.&lt;br /&gt;
&lt;br /&gt;
==Beretta 92SB==&lt;br /&gt;
The [[Beretta 92SB]] returns from ''[[Call of Duty 4: Modern Warfare]]'', once again standing in as the military issue M9. In singleplayer, it is the primary sidearm of all U.S. troops, Task Force 141, U.S. Navy SEALs, and is infrequently used by the Middle Eastern OpFor and the Brazilian Militia.&lt;br /&gt;
[[File:BerettaM92SB.jpg|thumb|none|350px|Beretta 92SB - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2-92SB-2.jpg|thumb|none|600px|The &amp;quot;M9&amp;quot; on the Create-A-Class menu. Note the rounded trigger guard, identifying the pistol as a 92SB. Also note the different magazine baseplate.]]&lt;br /&gt;
[[File:MW2 M9 (1).jpg|thumb|none|600px|Holding the 92SB in-game.]]&lt;br /&gt;
[[File:MW2 M9 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M9 (3).jpg|thumb|none|600px|Reloading the &amp;quot;M9&amp;quot;.]]&lt;br /&gt;
[[File:MW2 M9 (4).jpg|thumb|none|600px|Dual-wielding two 92SBs, or &amp;quot;Akimbo&amp;quot;, a word that originally had nothing to do with dual-wielding.]]&lt;br /&gt;
[[File:MW2 M9 (5).jpg|thumb|none|600px|Reloading the two 92SBs via the universal offscreen reload technique.]]&lt;br /&gt;
[[File:MW2-92SB-1.jpg|600px|thumb|none|Reloading a suppressed Beretta. Due to a bug that was never patched, the suppressor does not actually work as intended - range is reduced, and the firing sound is muffled, but the firer will still show up on enemy minimaps.]]&lt;br /&gt;
&lt;br /&gt;
===Beretta M9 (remastered version)===&lt;br /&gt;
In ''Modern Warfare 2 Campaign Remastered'', the weapon is modeled after a proper [[Beretta M9]]. It appears to reuse the same M9 model from ''[[Call of Duty: Modern Warfare Remastered]]''.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R (Mockup)==&lt;br /&gt;
The &amp;quot;M93 Raffica&amp;quot;, classified under the Machine Pistol category, is a Beretta semi-automatic pistol converted to resemble and function like a [[Beretta 93R]]. Real 93Rs have a frame mounted safety, elongated trigger guard, and a more angular slide, all of which the in-game model lacks. It seems likely that the developers took the base 92SB model and added 93R parts to it and made it shoot three-round bursts. It is attached with a skeletal stock and what looks like an attachment rail for a flashlight/LAM. The in-game model has an extended magazine but still only holds 15 rounds in singleplayer, though in multiplayer it holds a more appropriate 20 rounds.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it can be found in an armory in &amp;quot;The Gulag&amp;quot;, in a basement armory in &amp;quot;Loose Ends&amp;quot;, and in the &amp;quot;Museum&amp;quot; level. It is unlocked at level 38 in multiplayer, and benefits from low recoil, high damage, fast reload times, and instantaneous ADS.&lt;br /&gt;
[[File:BerettaM92SB.jpg|thumb|none|350px|Beretta Model 92SB - 9x19mm Parabellum. Base weapon of the 93R mockup.]]&lt;br /&gt;
[[File:Beretta93-1-.jpg|thumb|none|350px|A real Beretta 93R for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2M9raffica.jpg|600px|thumb|none|The &amp;quot;M93 Raffica&amp;quot; in the Create-A-Class menu. Despite being depicted here with a custom pistol rail system for mounting sights, it uses a completely different system in game.]]&lt;br /&gt;
[[File:MW2 93R (1).jpg|thumb|none|600px|Holding the burst Beretta.]]&lt;br /&gt;
[[File:MW2 93R (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2 93R (3).jpg|thumb|none|600px|Reloading the extended Beretta magazine.]]&lt;br /&gt;
[[File:MW2 93R (4).jpg|thumb|none|600px|Dual-wielding the weapon. COD started invoking far more action movie tropes than war movie tropes in MW2, and dual-wielding is no exception.]]&lt;br /&gt;
[[File:MW2 93R (5).jpg|thumb|none|600px|Reloading the Rafficas.]]&lt;br /&gt;
[[File:MW2 93R (6).jpg|thumb|none|600px|Ridiculously large attachments that would make a pistol impossible to fit in your holsters? Yes please. (Note the completely different rail system compared to the Create-A-Class image)]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered version still depicts a mockup, this time using the base model of the Beretta M9 as opposed to the 92SB from before.&lt;br /&gt;
[[File:Beretta92FS ExtR.jpg|thumb|none|350px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Colt Anaconda==&lt;br /&gt;
The [[Colt Anaconda]] is found in singleplayer and multiplayer, called &amp;quot;.44 Magnum&amp;quot; in-game. It is the signature weapon of Lieutenant General Shepard (voiced by [[Lance Henriksen]]), which he uses at several key points in the campaign.&lt;br /&gt;
&lt;br /&gt;
In a cutscene in &amp;quot;Loose Ends&amp;quot;, General Shepard pulls out his Anaconda to shoot someone despite the holstered Anaconda on his model still visibly in the holster, as though he has another big Anaconda tucked in the back of his pants. During a cutscene in &amp;quot;Endgame&amp;quot;, the cylinder rotates counterclockwise when General Shepard pulls back the hammer, and then incorrectly rotates clockwise again before the gun fires when Shepard pulls the trigger.&lt;br /&gt;
&lt;br /&gt;
It is a useful weapon in multiplayer mode due to its quick draw and power, and the fact that the Anaconda will fire as fast as the player can press the fire key. As you probably suspected, the Anaconda is not available with a suppressor or extended magazines as other handguns. Instead of 75 kills, the player has to reach 100 kills with this weapon to unlock the tactical knife attachment.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the barrel of the Anaconda on the weapon's world model reads &amp;quot;BRAD ALLENCONDA,&amp;quot; a reference to Brad Allen, the head weapon designer of Infinity Ward.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|400px|Colt Anaconda - .44 Magnum]]&lt;br /&gt;
[[File:Mw244magnum.jpg|thumb|none|600px|Anaconda in the Create-a-Class menu. Note that the Anaconda's grip has no finger grooves, which means they could be Pachmayr Presentation grips.]]&lt;br /&gt;
[[File:MW2 Anaconda (1).jpg|thumb|none|600px|Holding the Anaconda in the multiplayer map Favela.]]&lt;br /&gt;
[[File:MW2 Anaconda (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 Anaconda (3).jpg|thumb|none|600px|The weapon recoils as a fired bullet hits the wall, creating a particle effect. The top of the hammer can be seen cycling back in double-action.]]&lt;br /&gt;
[[File:MW2 Anaconda (4).jpg|thumb|none|600px|Reloading the Anaconda. The player character lifts the weapon vertically and dumps out all the rounds. This wouldn't work in reality, as fired rounds expand and get stuck in their chambers. The extractor rod would have to be used to eject them.]]&lt;br /&gt;
[[File:MW2 Anaconda (5).jpg|thumb|none|600px|Inserting a speedloader.]]&lt;br /&gt;
[[File:MW2 Anaconda (6).jpg|thumb|none|600px|Closing the cylinder after dropping the speedloader away.]]&lt;br /&gt;
[[File:MW2 Anaconda (7).jpg|thumb|none|600px|Dual-wielding two .44 Magnums, meaning that the punks need to double their luck. Note that the left revolver isn't just a mirror of the right.]]&lt;br /&gt;
[[File:MW2 Anaconda (8).jpg|thumb|none|600px|Reloading shows the asymmetry more clearly, as both revolvers correctly open to the left.]]&lt;br /&gt;
[[File:MW2 Anaconda (9).jpg|thumb|none|600px|Cowboy-slinging the cylinder shut when wielding a knife alongside the Anaconda. Note how the revolver appears to be black in low-light instances.]]&lt;br /&gt;
[[File:AnacondaShepherd-MW2.jpg|thumb|none|600px|LTG Shepherd (voiced by [[Lance Henriksen]]) loads his Anaconda in the middle of a battlefield, feeling no need for any protective gear nor any concern for going Dirty Harry in Afghanistan. Plot armor's got his back.]]&lt;br /&gt;
[[File:Sheperd with his Anaconda in Endgame.jpg|thumb|none|600px|Shepherd with his Anaconda on a later level.]]&lt;br /&gt;
[[File:MW2 Anaconda (10).jpg|thumb|none|600px|Shepherd using his &amp;quot;backup&amp;quot; Anaconda after his &amp;quot;primary&amp;quot; Anaconda runs dry in the Museum bonus level. Note that a third one is still in his holster. If put into Last Stand, he may draw ''yet another'' .44 Magnum.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in the game in a [[Glock pistol series#Glock 17 (Converted to Full Auto)|full auto configuration]], with a 33-round magazine (50 if equipped with Extended Magazine), placed in the Machine Pistol category. Although it is called &amp;quot;G18&amp;quot;, referring to the select fire [[Glock 18]] manufactured by the same company, it has no selector switch, and the frame is olive-drab, which was only featured on their semi-automatic designs. It is a 3rd generation Glock, but modeled with the finger grooves removed; the magazine release is also missing.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the converted Glock 17 is used by the Brazilian Militia, Task Force 141, wounded Shadow Company soldiers if they are in &amp;quot;Last Stand&amp;quot; (a state in which a character is downed and can only use their sidearms, which sporadically happens to AI enemies in singleplayer and is a perk in multiplayer), and on occasion, Middle Eastern OpFor. The weapons is also available in several Spec-Ops missions.&lt;br /&gt;
&lt;br /&gt;
The weapon's extended magazine is present most of the time in first and third person, but disappears the weapon is shown in TF 141 characters' holsters, replaced by a flush-fit non-extended magazine. This is most evident on Soap: in &amp;quot;Takedown&amp;quot;, Soap holds his G18 on Rojas with the extended magazine easily visible, but his G18 has a regular magazine in his holster in other levels.&lt;br /&gt;
&lt;br /&gt;
While the weapon is held one-handed in first person, it is held with a two-handed grip in third person. When equipped with Extended Magazines, the starting ammo without Scavenger is 49 bullets plus the 50 in the gun itself. This means that if the weapon is emptied and reloaded, it will not have a full magazine.&lt;br /&gt;
&lt;br /&gt;
It is unlocked at level 22 (Master Sergeant) in multiplayer. The weapon has a high rate of fire, moderate recoil, but it is possible to utilize the recoil to get headshots. When paired with akimbo and extended magazine attachments, it is especially accurate and deadly, and is an effective sidearm.&lt;br /&gt;
[[File:Glock 12892-1-.jpg|thumb|none|350px|Glock 17 with OD Green frame - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2G18.jpg|thumb|none|600px|Glock 17 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 G18 (1).jpg|thumb|none|600px|The automatic Glock 17 in first-person view. Note the olive-drab frame.]]&lt;br /&gt;
[[File:MW2 G18 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 G18 (3).jpg|thumb|none|600px|Reloading a big long 33-round magazine that holds 32 rounds in singleplayer for some reason. Note that the top of the magazine is modeled solid.]]&lt;br /&gt;
[[File:MW2 G18 (4).jpg|thumb|none|600px|On an empty reload, the weapon is chambered by sling-shotting the slide (pulling back the slide and letting it go) instead of utilizing the slide release. The slide release is however used when the gun is dual-wielded (&amp;quot;akimbo&amp;quot;) or used on a snowmobile during the setpiece in &amp;quot;Cliffhanger&amp;quot;.]]&lt;br /&gt;
[[File:MW2 G18 (5).jpg|thumb|none|600px|Dual-wielding.]]&lt;br /&gt;
[[File:MW2 G18 (6).jpg|thumb|none|600px|Reloading the dual Glocks. Note the &amp;quot;Gluke&amp;quot; text on the side of the slide, and that the left weapon is clearly mirrored from the right.]]&lt;br /&gt;
[[File:MW2 G18 (7).jpg|thumb|none|600px|Reloading a &amp;quot;G18&amp;quot; fitted with a red dot sight attachment.]]&lt;br /&gt;
[[File:MW2Glock.jpg|thumb|none|600px|Roach fires a Glock 17 on a snowmobile in the mission &amp;quot;Cliffhanger&amp;quot;. Upon firing the weapon, he finds himself disappointed that the weapon sounds less like a firearm and more like two pieces of sandpaper being rubbed together.]]&lt;br /&gt;
[[File:MW2-LASTSTAND.jpg|thumb|none|600px|The Glock also appears on the &amp;quot;Last Stand&amp;quot; and &amp;quot;Last Stand Pro&amp;quot; perk symbols.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18C (remastered version)===&lt;br /&gt;
The remastered version correctly depicts a [[Glock 18]], specifically the Glock 18C with compensator cuts. It is also held with two hands rather than one.&lt;br /&gt;
[[File:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP#Heckler &amp;amp; Koch USP|Heckler &amp;amp; Koch USP45]] returns from ''[[Call of Duty 4: Modern Warfare]]'', appearing in singleplayer and multiplayer. It still features the incorrect extended barrel, and the unremovable, unusable Mark 23 LAM. It is one of the main sidearms of the Russian forces, including Ultranationalists and Internal Troops, as well as Task Force 141.&lt;br /&gt;
&lt;br /&gt;
In single player, the USP is always equipped with the tactical knife attachment. In multiplayer, the USP is unlocked at level 4 (Private First Class) and is an effective sidearm overall. It has a magazine capacity of 12 rounds, and 18 rounds with the extended magazines attachment. It can be equipped with a suppressor.&lt;br /&gt;
&lt;br /&gt;
The usage of the USP by the Russians is highly inaccurate, given Russian doctrine that focuses on using domestic weapons, guns like the [[Makarov PM]] and the [[MP-443 Grach]] would be more accurate.&lt;br /&gt;
[[File:HK-USP.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP45 - .45 ACP]]&lt;br /&gt;
[[File:Mw2usp45.jpg|thumb|none|600px|USP45 in the Create-a-Class menu.  Note that it has the rear sight of a [[Heckler &amp;amp; Koch Mark 23]].]]&lt;br /&gt;
[[File:MW2 USP45 (1).jpg|thumb|none|600px|Holding the USP.]]&lt;br /&gt;
[[File:MW2 USP45 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 USP45 (3).jpg|thumb|none|600px|Reloading the USP, showing the &amp;quot;USP .45 ACP&amp;quot; markings on its slide.]]&lt;br /&gt;
[[File:MW2 USP45 (4).jpg|thumb|none|600px|Akimbo USPs. Note that the left pistol doesn't have mirrored markings.]]&lt;br /&gt;
[[File:MW2 USP45 (5).jpg|thumb|none|600px|Reloading the left USP.]]&lt;br /&gt;
&lt;br /&gt;
==IMI/Magnum Research Desert Eagle Mark XIX==&lt;br /&gt;
A [[Desert Eagle Mark XIX]] with a black barrel and slide and chrome frame is a sidearm available in MW2. It is equipped with custom 3-dot sights, the current production barrel with a Picatinny rail, and an unusable underbarrel SureFire X400 Ultra WeaponLight laser aiming module.&lt;br /&gt;
&lt;br /&gt;
It is the sidearm of arms dealer Alejandro Rojas' assistant Faust and the Brazilian Militia. Surprisingly, quite a few Americans, most notably Corporal Dunn (voiced by [[Barry Pepper]]), use this gun as their preferred sidearm, despite real Rangers never having the Desert Eagle issued to them; in fact, the Desert Eagle has never been issued as a standard sidearm by any military whatsoever, having only ever been used by Poland's JW GROM premier special forces unit and Portugal's elite Special Operations Group police unit, in very limited service. &lt;br /&gt;
&lt;br /&gt;
In some cases, the old model from COD4 will be used in place of the new model.&lt;br /&gt;
&lt;br /&gt;
Similarly to the Anaconda, 100 kills are required to unlock the tactical knife, and no suppressor or extended magazines are available.&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|400px|none|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
[[File:MW2 Desert Eagle.jpg|thumb|600px|none|Desert Eagle in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 DEagle (1).jpg|thumb|none|600px|Desert Eagle in first-person view.]]&lt;br /&gt;
[[File:MW2 DEagle (2).jpg|thumb|none|600px|Aiming down the custom iron sights. The rear notch of the custom iron sights is spaced too far apart, which would make horizontal aiming difficult.&lt;br /&gt;
The front post is also misaligned, meaning the gun would shoot to the right were the player character to actually line up the sights properly.]]&lt;br /&gt;
[[File:MW2 DEagle (3).jpg|thumb|none|600px|Reloading the Desert Eagle.]]&lt;br /&gt;
[[File:MW2 DEagle (4).jpg|thumb|none|600px|Mag fully in; thumbing the slide stop.]]&lt;br /&gt;
[[File:MW2 DEagle (5).jpg|thumb|none|600px|[[Call_of_Duty:_Modern_Warfare_3#Desert_Eagle_Mark_XIX|Having decided to forsake all sensible armament]], the player character brandishes a pair of Desert Eagles.]]&lt;br /&gt;
[[File:MW2 DEagle (6).jpg|thumb|none|600px|The player character fires away at a forklift, expressing his dissatisfaction with the IMFDB comedy department for recycling old in-jokes.]]&lt;br /&gt;
[[File:MW2 DEagle (7).jpg|thumb|none|600px|Reloading the dual Deagles.]]&lt;br /&gt;
[[File:MW2 DEagle (8).jpg|thumb|none|600px|Aiming the Desert Eagle with a tactical knife.]]&lt;br /&gt;
[[File:Faust shoots a Dude with a DesertEagle.jpg|thumb|600px|none|Rojas' assistant, Faust, shoots a local gunman with his Desert Eagle. Unlike MW1, characters in MW2 show pain when hit. The choreography of this scene is an homage to the briefcase scene in ''[[Collateral]]''.]]&lt;br /&gt;
[[File:MW2Brazilpistol2.png|thumb|600px|none|Faust aims his Desert Eagle moments after the above image.]]&lt;br /&gt;
[[File:MW2 DunnDeagle.jpg|thumb|600px|none|A close-up of CPL Dunn's (voiced by [[Barry Pepper]]) Desert Eagle. This and the one on the floor of the panic room in &amp;quot;Exodus&amp;quot; are the Call of Duty 4 models.]]&lt;br /&gt;
&lt;br /&gt;
==M1911 variant==&lt;br /&gt;
The same [[M1911]] variant (closest to a [[Springfield Armory 1911 Series|Springfield Armory Loaded 1911]]) given to Soap by Captain Price in the first game during the final level &amp;quot;Game Over&amp;quot; reappears in the second game. It is carried by Soap, visible on his holster in &amp;quot;Cliffhanger&amp;quot; level. Its appearance is more story than gameplay-important. Some Ghillie snipers and FSB troops are also seen with it holstered, though they never use them and tend to switch to a Heckler &amp;amp; Koch USP45 that magically appears. One militia member also carries one during a cutscene.&lt;br /&gt;
&lt;br /&gt;
It is only usable in the museum bonus level, where it possesses a bug in its reloading animation; when emptied, there is a noticeable pause of a few seconds before the reload animation plays out. In multiplayer, when the player is using a sniper rifle as their primary weapon, on an arctic or desert type map, the M1911 will appear in either the player's holster or on their belt.&lt;br /&gt;
[[File:SA loaded m1911.jpg|thumb|none|350px|Springfield Armory Loaded M1911A1 - .45 ACP. The one seen in the game has silver bushing and pale G-10 Gunner grips.]]&lt;br /&gt;
[[File:MW2Soap.jpg|thumb|600px|none|Soap (voiced by [[Kevin McKidd]]) climbs an icy cliff with a holstered M1911 pistol.]]&lt;br /&gt;
[[File:MW2 M1911 (1).jpg|thumb|none|600px|Holding the M1911 on a bizarre scene.]]&lt;br /&gt;
[[File:MW2 M1911 (2).jpg|thumb|none|600px|Aiming the pistol.]]&lt;br /&gt;
[[File:MW2 M1911 (3).jpg|thumb|none|600px|Reloading after ending the weirdness.]]&lt;br /&gt;
[[File:MW2 Militia Drops 1911.jpg|thumb|600px|none|A militiaman attempting to arrest Faust drops an M1911 after being shot. Interestingly enough, once gameplay starts, the weapons turns into a Beretta 92SB.]]&lt;br /&gt;
[[File:MW2-holsteredM1911.jpg|thumb|none|600px|A dead Ghillie sniper with a holstered M1911.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9]] is found in-game, categorized as a Machine Pistol, and known as the TMP, the original version manufactured by Steyr. The weapon features a scope rail, an olive lower receiver, ghost ring sights, and unused side rails. It is often seen in singleplayer, where it is used by Middle Eastern OpFor, Russian Airport Security Police, Makarov's Ultranationalists, and Shadow Company, and is often dual-wielded (with an expected drop in accuracy); a few unique cases allow the player to acquire akimbo MP9s with red dot sights attached, a combination that is impossible in multiplayer given the sights on dual-wielded weapons cannot be used.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the MP9 has an incorrect 32-round magazine, while in multiplayer it has a correct but small 15 round magazine (which can be emptied in about 1 second, and only increased to 25 with Extended Mags). It has low recoil and great accuracy when aiming down its sights. It is unlocked at level 58, making it the final machine pistol unlocked, but it is hugely unpopular on account of its absurdly small magazine size, high unlock rank, poor hip-fire accuracy and low damage. This results in it being overlooked in favor of other, better-performing and easier to acquire machine pistols.&lt;br /&gt;
&lt;br /&gt;
Although of Swiss origin, the use of the Brügger &amp;amp; Thomet MP9 by the Russian Airport Security during the &amp;quot;No Russian&amp;quot; level is correct, as it is in use by the FSB Alpha counterterrorist unit and by Russian law enforcement in real life.&lt;br /&gt;
&lt;br /&gt;
[[File:Mp9tmp.jpg|thumb|none|350px|B&amp;amp;T MP9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2 MP9 (1).jpg|thumb|none|600px|The MP9 in first-person.]]&lt;br /&gt;
[[File:MW2 MP9 (2).jpg|thumb|none|600px|Aiming down the ghost ring sights.]]&lt;br /&gt;
[[File:MW2 MP9 (3)mwstore.jpg|thumb|none|600px|Reloading the MP9.]]&lt;br /&gt;
[[File:MW2 MP9 (4).jpg|thumb|none|600px|Pulling the charging handle; note the strange ejection port.]]&lt;br /&gt;
[[File:MW2 MP9 (5).jpg|thumb|none|600px|Akimbo MP9s.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] appears simply as &amp;quot;P90&amp;quot; in MW2. It is used by Russians and US Shadow Company members in single player. Unlocked at level 24 in multiplayer, the P90 is a popular choice for the same reason as in real life: it is compact, has a large capacity and low recoil, does good damage and has a high rate of fire.&lt;br /&gt;
&lt;br /&gt;
It's another questionable weapon choice for the Russian Army, a more accurate choice would be the [[AS_Val#SR-2_Veresk|SR-2 Veresk]].&lt;br /&gt;
&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - 5.7x28mm]]&lt;br /&gt;
[[File:Mw2P90.jpg|thumb|none|600px|The P90 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 P90 (1).jpg|thumb|none|600px|Holding the P90.]]&lt;br /&gt;
[[File:MW2 P90 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 P90 (3).jpg|thumb|none|600px|Slapping in a new magazine.]]&lt;br /&gt;
[[File:MW2 P90 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 P90 (5).jpg|thumb|none|600px|Dual-wielding P90s.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[MP5K]], equipped with a custom Rail Interface System and a threaded barrel, appears in ''Modern Warfare 2''. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, Rangers, Task Force 141, Russian Internal Troops / FSB, and some Russian soldiers / Ultranationalists. It comes with a foregrip in multiplayer, but in singleplayer this is absent, which presumably makes sense to somebody. It is often seen with a Red Dot Sight. The world model depicts it with a 15-round magazine, though the first person and Create A Class images both show the correct 30-round magazine.&lt;br /&gt;
&lt;br /&gt;
A suppressed version, the &amp;quot;MP5KSD&amp;quot;, is available in the campaign mission &amp;quot;Loose Ends&amp;quot; and in the Spec Ops missions &amp;quot;Hidden&amp;quot; and &amp;quot;Estate Takedown&amp;quot;. The real 'SD' suffix is used by H&amp;amp;K for their integrally suppressed MP5 variants, which the in-game weapon is not. In cases where the suppressed MP5K is paired with a red dot sight (as seen in the campaign levels &amp;quot;The Enemy of My Enemy&amp;quot; and &amp;quot;Just Like Old Times&amp;quot; and in several of the Spec Ops missions), the weapon is more appropriately labeled &amp;quot;MP5K Silenced Red Dot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:MP5K-SEF.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MP5K-RIS-airsoft.jpg|thumb|none|350px|'''Airsoft''' Jing Gong MP5K RIS JG202. How the MP5K looks in the game (with some differences).]]&lt;br /&gt;
[[File:381.jpg|thumb|none|400px|MP5K R.I.S. System (modeled after an ICS Airsoft RAS)]]&lt;br /&gt;
[[File:Mw2Mp5k.jpg|thumb|none|600px|The MP5K in Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 MP5K (1).jpg|thumb|none|600px|Drawing the weapon with a good-ol' HK slap.]]&lt;br /&gt;
[[File:MW2 MP5K (2).jpg|thumb|none|600px|The MP5K in the player's hands.]]&lt;br /&gt;
[[File:MW2 MP5K (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 MP5K (4).jpg|thumb|none|600px|Reloading the MP5K.]]&lt;br /&gt;
[[File:MW2 MP5K (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 MP5K (6).jpg|thumb|none|600px|Dual-wielding MP5Ks.]]&lt;br /&gt;
[[File:MP5KSD-MW2.jpg|thumb|none|600px|A suppressed MP5K with red dot sight in &amp;quot;The Enemy of My Enemy&amp;quot;.]]&lt;br /&gt;
[[File:MP5KSD2-MW2.jpg|thumb|none|600px|Reloading the suppressed MP5K. Note the clear lack of a foregrip.]]&lt;br /&gt;
[[File:MW2MP.jpg|thumb|none|600px|Russian Internal Troops' supply units (notable by their white griffin patches) firing MP5K submachine guns behind riot shields. Note the shorter magazines.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster uses an HK slap reload for the MP5K, contrarily to the original game which involves pulling the charging handle after swapping magazines.&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is a submachine gun appearing in both singleplayer and multiplayer. Like the MP5K, Picatinny rails were added to the weapon. In singleplayer, it is used by Russian police, Russian military, Shadow Company, and Task Force 141. In multiplayer, it can be equipped with extended magazines like all the other SMGs. It incorrectly holds 32 rounds in multiplayer by default, but correctly holds 25 rounds in singleplayer. It is insanely popular online due to suffering a negligible damage decrease when suppressed. Interestingly, the front sight is removed when optics are attached, which is only possible by way of completely chopping it off.&lt;br /&gt;
&lt;br /&gt;
A more appropriate alternative Russian-made firearm in this category would be the PP-19 Bizon, the PP-90M1 or the PP-19-01 Vityaz submachine guns, which are used by military and police forces in the Russian Federation, including various Spetsnaz units and counter-terrorist and law enforcement units.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Mw2Ump45.jpg|thumb|none|600px|The UMP45 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 UMP45 (1).jpg|thumb|none|600px|Holding the UMP45.]]&lt;br /&gt;
[[File:MW2 UMP45 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 UMP45 (3).jpg|thumb|none|600px|Reloading. An attempt has been made to portray the rounds inside the magazine, though they're pretty obviously just a 2D texture.]]&lt;br /&gt;
[[File:MW2 UMP45 (4).jpg|thumb|none|600px|Like the MP5K, the charging handle is pulled after the magazines are swapped.]]&lt;br /&gt;
[[File:MW2 UMP45 (5).jpg|thumb|none|600px|Dual-wielding UMP45s, because we clearly haven't gone far enough yet.]]&lt;br /&gt;
[[File:MW2TR5.jpg|thumb|none|600px|A Russian soldier holds a UMP45 fitted with a reflex scope. Note the removal of the front sight.]]&lt;br /&gt;
[[File:MW2 screen 24-1255733504.jpg|thumb|none|600px|The Shadow Company soldier on the far left wields a UMP45 with an EOTech sight.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Mini Uzi==&lt;br /&gt;
The [[Mini Uzi]] returns from ''[[Call of Duty 4: Modern Warfare]]''. In singleplayer, it is used by Brazilian militiamen, Midle Eastern OpFor, and rarely by Makarov's Ultranationalists in the mission &amp;quot;Enemy of My Enemy&amp;quot;. Near the end of the game, the player gets to fire an Uzi during a boat chase. Like in ''Call of Duty 4'', it is incorrectly shown with a reciprocating charging handle.&lt;br /&gt;
&lt;br /&gt;
[[File:MiniUzi 01.jpg|thumb|none|400px|Mini Uzi with stock folded - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (1).jpg|thumb|none|600px|The Mini Uzi in first-person view. Unlike in ''Call of Duty 4'', the Mini Uzi in ''Modern Warfare 2'' has its stock unfolded, though it is still held with only one hand.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (6).jpg|thumb|none|600px|As in MW1, the sights are not properly lined up, and the gun would shoot high in reality.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (2).jpg|thumb|none|600px|This image shows what the sights should look like (though the front post is still too high).]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (3).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (4).jpg|thumb|none|600px|Racking the bolt.]]&lt;br /&gt;
[[File:MW2 Mini-Uzi (5).jpg|thumb|none|600px|Akimbo Uzis. Note that the Uzi is incorrectly portrayed as firing from a closed bolt instead of an open one.]]&lt;br /&gt;
[[File:381.png|thumb|none|600px|Soap shoots his Mini Uzi while chasing an enemy zodiac.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The Mini Uzi correctly fires from an open bolt in the remastered version, as well as having a non-reciprocating charging handle.&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] appears in the game and is categorized as a Machine Pistol. It is used by Russian Paratroopers and Makarov's Ultranationalists, in both normal and last stand. Interestingly, like the Glock 17, the enemies fire the weapon in semi-auto in last stand, and the enemies will usually discharge a few rounds when they are shot in last stand. The PP-2000 can be equipped with assorted sights, scopes and accessories, including a thermal sight exclusive to the level &amp;quot;The Only Easy Day ... Was Yesterday&amp;quot;. It is an all around effective weapon in multiplayer due to its high rate of fire and low recoil, the weapon's only drawback is its 20 round magazine.&lt;br /&gt;
[[File:Pp-2000.jpg|thumb|none|400px|PP-2000 with ATN Ultra Sight DC red dot sight - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Mw2Pp2000.jpg|thumb|none|600px|The PP-2000 in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 PP2000 (1).jpg|thumb|none|600px|Drawing the PP-2000, which involves disengaging the safety with the off hand, much like the HK91 in ''Call of Duty 4''. Interestingly, however, the safety lever actually moves this time.]]&lt;br /&gt;
[[File:MW2 PP2000 (2).jpg|thumb|none|600px|Holding the PP-2000.]]&lt;br /&gt;
[[File:MW2 PP2000 (3).jpg|thumb|none|600px|Aiming down the small iron sights.]]&lt;br /&gt;
[[File:MW2 PP2000 (4).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:MW2 PP2000 (5).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2 PP2000 (6).jpg|thumb|none|600px|The player fires a pair of PP-2000s.]]&lt;br /&gt;
[[File:MW2 PP2000 (7).jpg|thumb|none|600px|Reloading the two PP-2000s.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remaster, the player character actually grasps the front grip of the PP-20000 rather than firing the weapon one-handed.&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector|Prototype TDI Vector]], fitted with a Gen 1 stock and using KRISS 25+ extended Glock magazines that hold 30 rounds in gameplay, appears as an SMG in MW2. In singleplayer, it is used by Russian Troops, Shadow Company, and occasionally by Task Force 141 and Brazilian Militiamen. It is highly incorrect for the Russian Ultranationalists (except Makarov's gun-smuggling terrorists) to use the TDI Vector as a Personal Defense Weapon, as it is a weapon of US origin. A more likely alternative would be the [[SR-2#SR-2_Veresk|SR2-Veresk]].&lt;br /&gt;
&lt;br /&gt;
It is generally fitted with a reflex sight, and it uses a suppressor in some levels. Its default finish is the two-tone black and tan finish like the real-life prototype; in &amp;quot;Just Like Old Times&amp;quot;, Soap's Vector has a unique black finish.&lt;br /&gt;
&lt;br /&gt;
As with some of the other in-game weapons, the iron sights have Infinity Ward trademarks on them.&lt;br /&gt;
[[File:Krisssuperv.jpg|thumb|none|450px|Prototype TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector SMG - .45 ACP]]&lt;br /&gt;
[[File:Mw2Vector.jpg|thumb|none|600px|The Vector in the Create-a-Class menu.]]&lt;br /&gt;
[[File:MW2 Vector (1).jpg|thumb|none|600px|The draw animation of the Vector has the player character flipping the stock open.]]&lt;br /&gt;
[[File:MW2 Vector (2).jpg|thumb|none|600px|Holding the Vector.]]&lt;br /&gt;
[[File:MW2 Vector (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 Vector (4).jpg|thumb|none|600px|Loading new magazine.]]&lt;br /&gt;
[[File:MW2 Vector (5).jpg|thumb|none|600px|Chambering the weapon.]]&lt;br /&gt;
[[File:MW2 Vector (6).jpg|thumb|none|600px|Dual-wielding Vectors.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
A heavily customized AK hybrid appears in ''Modern Warfare 2'' as the &amp;quot;AK-47&amp;quot;. It has the milled receiver of an [[AK-47]], but with the ribbed top cover, 90 degree gas block, and front sight block of an [[AK-74]]. It is fitted with an LHV47 (or its airsoft clone from King Arms) railed handguard, IO Inc SCOP0040 scope mount, T6 stock adapter, Vltor IMod Stock, and a [[Saiga 12]] breaching muzzle brake.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by almost all enemy factions, including the Russian Military, Ultranationalists, and the Brazilian Militia. Most AK-47s are seen with arctic or desert camouflage, although some in the level &amp;quot;Loose Ends&amp;quot; have digital and woodland camouflage. It is the last weapon unlocked in multiplayer at level 70, and as such does not see much use as most players prefer to Prestige instead.&lt;br /&gt;
&lt;br /&gt;
Its depiction is wildly inaccurate for the Russian Army and even Makarov's Ultranationalists; these groups would be more likely use the [[AK-74M]] or possibly some rifles of the [[AK-101|AK-100 series]]. &lt;br /&gt;
&lt;br /&gt;
[[File:Ak47mw.2.jpg|thumb|none|500px|'''Photoshopped''' AKM fitted with Tapco Intrafuse and T6 furniture sets and a Vltor Modstock and Stock Adapter, to look like the weapon in ''Modern Warfare 2'' - 7.62x39mm]]&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|500px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:MW2 AK47 (1).jpg|thumb|none|600px|Holding the custom AK.]]&lt;br /&gt;
[[File:MW2 AK47 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 AK47 (3).jpg|thumb|none|600px|Reloading the AK. Note that the top of the magazine is modeled as a solid block. The rifle appears to be manufactured by the Izhevsk Mechanical Plant as evidenced by the arrow inside triangle factory marking. The factory markings and serial number are in the proper place, however, instead of year of production it has has the letters &amp;quot;EP&amp;quot;. While this kind of letter markings was used, though on the fire selector, the denomination of EP is fictional as E was used to denote East German AKs and P for Polish ones.]]&lt;br /&gt;
[[File:MW2 AK47 (4).jpg|thumb|none|600px|Pulling the charging handle...]]&lt;br /&gt;
[[File:MW2 AK47 (5).jpg|thumb|none|600px|...which appears to stick out of a non existent bolt when looking at the right side of the rifle. Note the redundant serial number stamped on a place it doesn't belong.]]&lt;br /&gt;
[[File:CptMacTavishAk47.jpg|thumb|none|600px|Captain John &amp;quot;Soap&amp;quot; MacTavish with his AK. Note the Saiga 12 door breaching muzzle.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered model resembles the previous one, but the AK-74 style gas block and front sight block have been replaced by those of an [[AKM]].&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1 Carbine==&lt;br /&gt;
The [[M4A1]] is one of the most common weapons in the game. The in-game model features A.R.M.S. S.I.R. system, flip-up PRI front and A.R.M.S. #40L rear back up iron sights. The rail covers, lower receiver, stock, and pistol grip are all in tan. A KAC foregrip is fitted in first-person only, for some reason. The ridging on the back of the pistol grip confirms it to be A2 but it is depicted without a finger step and bottom step.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is the first weapon provided to the player. It is primarily used by the U.S. Army Rangers and Task Force 141, including Soap. During &amp;quot;No Russian&amp;quot;, Vladimir Makarov and his terrorist group are also armed with the M4A1. The M4A1 is commonly equipped with the [[M203 grenade launcher]], often alongside other attachments. A suppressed M4A1 is available in the level &amp;quot;Museum&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The rifles in-game are apparently Colt-manufactured, with Colt's &amp;quot;prancing pony&amp;quot; logo stamped on the left side of the lower receiver on the in-game model. Curiously, the M4A1 held by Soap in one of the promotional images has a Bushmaster stamp on it.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIR.jpg|thumb|none|400px|An A.R.M.S. S.I.R. system, like the one featured in-game.]]&lt;br /&gt;
[[File:MW2 M4A1 (1).jpg|thumb|none|600px|Drawing the M4A1 by dramatically racking the charging handle.]]&lt;br /&gt;
[[File:MW2 M4A1 (2).jpg|thumb|none|600px|Holding the M4A1.]]&lt;br /&gt;
[[File:MW2 M4A1 (3).jpg|thumb|none|600px|The iron sights. When any alternate sights are mounted, these sights are flipped down in first-person; they're always flipped up in third person. These iron sights would return on the [[SIG-Sauer MCX| SIG-Sauer MCX VIRTUS]] in [[Call of Duty: Modern Warfare (2019)]].]]&lt;br /&gt;
[[File:MW2 M4A1 (4).jpg|thumb|none|600px|Reloading the M4A1. The magazines seem to be taped in order to increase friction and make gripping easier.]]&lt;br /&gt;
[[File:MW2 M4A1 (5).jpg|thumb|none|600px|Pressing the bolt release. Note that the fire selector is set to semi-auto while the weapon actually fires in full auto, a common modeling mistake.]]&lt;br /&gt;
[[File:MW2 M4A1 (6).jpg|thumb|none|600px|View of the right side of the M4A1, showing off that the right side a low detail mirror of the left.]]&lt;br /&gt;
[[File:MW2 screen 16-1255734153.jpg|thumb|none|600px|Lt. Simon &amp;quot;Ghost&amp;quot; Riley with his M4A1 during &amp;quot;The Only Easy Day... Was Yesterday&amp;quot;. Note that the right side of the weapon is a mirror of the left side, meaning that the M4A1 lacks many key components, such as the ejection port, forward assist, brass deflector and magazine release button. The same goes for the [[M16A4]].]]&lt;br /&gt;
[[File:MW2 M4render.jpg|thumb|none|600px|A wireframe-eque rendering of the M4/M203 combo in the intro cutscene of &amp;quot;Team Player.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16A4]] appears in the game as a burst-firing assault rifle. In singleplayer, it is seen in the hands of the U.S. Army Rangers and Task Force 141. Like the M4A1, many of these have M203 grenade launchers. It is equipped with the IMI Defense MRS-M handguard which is depicted with slightly misplaced and fewer vent holes.&lt;br /&gt;
&lt;br /&gt;
Just like in ''[[Call of Duty 4: Modern Warfare]]'', when the M16 is mounted with optics, the front sight and the gas block are removed. This would render the gun unable to fire automatically after the first shot. The shooter would have to manually load a round into the chamber by racking the bolt, effectively making the gun a bolt action.&lt;br /&gt;
[[File:M16A4withANPEQ%26ACOG.jpg|thumb|none|500px|M16A4 Modular Weapon System - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2M16.jpg|thumb|none|600px|The M16A4 in the create-a-class menu.]]&lt;br /&gt;
[[File:MW2 M16A4 (1).jpg|thumb|none|600px|Holding the M16A4. Note the rail covers and the Picatinny rail inside the carrying handle; said rail is never used, as the handle is always removed and replaced with a long piece of rail when other sights are mounted. The rear sight on the handle itself is enlarged to clear said rail.]]&lt;br /&gt;
[[File:MW2 M16A4 (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M16A4 (3).jpg|thumb|none|600px|Reloading the M16A4. Not only the fire selector is incorrectly set to semi-auto, but also it has Safe/Semi/Auto markings (like the M16A3) rather than the appropriate Safe/Semi/Burst.]]&lt;br /&gt;
[[File:MW2 M16A4 (4).jpg|thumb|none|600px|Pressing the bolt release, while watching the tiny stub of a sling attached to the front sling swivel flop around uselessly as the rifle moves.]]&lt;br /&gt;
[[File:MW2 M16A4 (5).jpg|thumb|none|600px|The rifle's right side is rather worryingly absent in first-person.]]&lt;br /&gt;
[[File:382.png|thumb|none|600px|A US Army Ranger fires his M16A4 fitted with ACOG. Note that the front sight is removed, and that the right side is just a mirror of the left.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] fitted with top rail is seen in the game. It only fires in 3-round bursts, and incorrectly holds 30 rounds in a 25-round FAMAS magazine. In singleplayer, it is mostly used by the Russian Military and Russian Ultranationalists. FAMAS with a unique &amp;quot;White Tape Camo&amp;quot; can occasionally be found in singleplayer.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 FAMAS (1).jpg|thumb|none|600px|Holding the FAMAS with its default Troy Battle Sights iron sights. Note that the Troy Battle Sights are mounted backwards.]]&lt;br /&gt;
[[File:MW2 FAMAS (2).jpg|thumb|none|600px|Aiming down through the sights, mounted on top of rails mounted on top of the carrying handle.]]&lt;br /&gt;
[[File:MW2 FAMAS (3).jpg|thumb|none|600px|Reloading the FAMAS. Note the trigger discipline, a rarity in the first game.]]&lt;br /&gt;
[[File:MW2 FAMAS (4).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2-FAMAS tape camo.jpg|thumb|none|600px|Roach holds a FAMAS F1 with the white tape camo during &amp;quot;The Gulag&amp;quot;, which is apparently used as improvised arctic camouflage.]]&lt;br /&gt;
[[File:MW2FamasF1.jpg|thumb|none|600px|A Russian Ultranationalist holds a FAMAS with White Tape Camo.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] appears in singleplayer and multiplayer. In singleplayer, the F2000 is used by the Ultranationalists (another questionable choice, being Belgian in origin), commonly with thermal sights. The F2000 can incorrectly mount the [[M203]] grenade launcher instead of the [[FN GL-1]].&lt;br /&gt;
&lt;br /&gt;
Despite being an assault rifle, it behaves more like an SMG: it has a very high rate of fire (chewing through its 30 round magazine in less than three seconds), substantial recoil, and very low damage without Stopping Power. Its unpredictable recoil and low damage makes it weak at medium to long ranges, but its rate of fire allows it to excel in close quarters.&lt;br /&gt;
&lt;br /&gt;
Its Create-A Class image shows the removable forearm pushed back where the trigger guard would be.&lt;br /&gt;
[[File:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 F2000 (1).jpg|thumb|none|600px|Holding the F2000 Tactical.]]&lt;br /&gt;
[[File:MW2 F2000 (2).jpg|thumb|none|600px|Aiming down the iron sights. These are folded down once other sights are attached.]]&lt;br /&gt;
[[File:MW2 F2000 (3).jpg|thumb|none|600px|Reloading the F2000 Tactical. Note how the FN logo is rotated 90 degrees.]]&lt;br /&gt;
[[File:MW2 F2000slam.jpg|thumb|none|600px|During an empty reload, the player character hits the takedown button after replacing the magazine, which apparently chambers a round instead of causing the rifle to come apart; the F2000's charging handle must be pulled to chamber a fresh round since the weapon does not have a bolt release.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The charging handle is correctly used during empty reloads in the remastered version.&lt;br /&gt;
&lt;br /&gt;
==FN F2000==&lt;br /&gt;
The F2000 has a unique Red Dot Sight model based on the 1.6x scope of the original [[FN F2000]]. Equipping the Red Dot Sight however doesn't actually turn the weapon back into the original F2000, since this new pseudo-F2000-scope is mounted on top of the F2000 Tactical's raised Picatinny rails, which is not the case on the original F2000; the original F2000 has a lower, shorter rail for mounting the scope that is completely hidden by the scope shroud. The in-game model of the F2000 with the pseudo-F2000-scope only has the shape of the original F2000, and has many differences in detail. &lt;br /&gt;
&lt;br /&gt;
The pseudo-F2000-scope is also incorrectly portrayed as a red dot sight rather than a conventional scope. Strangely, the EMP has no effect on the sight. (For extra trivia, the EMP does disable ACOGs, but this is incorrect because the ACOG scope doesn't uses any batteries and should still function despite an EMP)&lt;br /&gt;
&lt;br /&gt;
The original F2000 is also the weapon shown on the F2000's kill icon.&lt;br /&gt;
[[File:F2000.jpg|thumb||none|500px|FN F2000 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 F2000 (4).jpg|thumb|none|600px|The F2000 in multiplayer.]]&lt;br /&gt;
[[File:MW2 F2000 (5).jpg|thumb|none|600px|Aiming through the F2000's scope.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remastered red dot sight version is truly modeled after an original F2000.&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in the game, equipped with a receiver mounted A.R.M.S #18 M21/14. It has the ribbed metal handguard from StG 58, a ramp rear sight from FAL, and the charging handle and 30-round magazines from [[DSA SA58 OSW|DSArms SA58 FAL rifles]]. The stock is a hybrid between the standard stock and the humped stock. The weapon is locked to semi-auto.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is commonly used by the Brazilian Militia, and sometimes by the Middle Eastern OpFor and the Russian Military. It is usually equipped with either a KAC Masterkey or an ACOG scope in singleplayer. In Multiplayer, the 30-round magazines hold only 20 rounds by default, and only go up to 30 with the Extended Mags attachment.&lt;br /&gt;
&lt;br /&gt;
[[File:FN FAL 50 00.jpg|none|thumb|500px|FN FAL - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|500px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the handguard and sights.]]&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|none|thumb|400px|DSArms SA58 OSW Carbine - 7.62x51mm NATO. Image used to show the charging handle and 30-round magazine.]]&lt;br /&gt;
[[File:MW2 FAL (1).jpg|thumb|none|600px|The FAL in first person.]]&lt;br /&gt;
[[File:MW2 FAL (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 FAL (3).jpg|thumb|none|600px|The &amp;quot;speed reload&amp;quot; technique is utilized when reloading, where the player character presses the magazine release paddle with a fresh magazine and chops away the old magazine. Note that there are still rounds in the old magazine.]]&lt;br /&gt;
[[File:MW2 FAL (4).jpg|thumb|none|600px|After loading in a new magazine, the player character racks the charging handle with his pinky for extra style.]]&lt;br /&gt;
[[File:MW2 FAL (5).jpg|thumb|none|600px|Spinning left reveals the right side to be completely flat, with a shadow of the scope mount textured over where the ejection port should be.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[SCAR-H]] appears in ''Modern Warfare 2'' as a high-damage, low rate of fire assault rifle. The in-game model is an older 2nd generation model, with the straight cheek rest on the stock. Its rear sights is chopped down, and the iron sights have Infinity Ward trademarks (like the Vector and some other weapons). In multiplayer, it correctly holds 20 rounds per magazine, while in singleplayer it holds 30; it can be assumed that, similar to the FN FAL, all SCAR-H's in singleplayer are equipped with the &amp;quot;Extended Magazines&amp;quot; attachment.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is one of the primary rifles of Task Force 141, U.S. Army Rangers, and Shadow Company soldiers. A unique variant with a vertical foregrip can be found in the singleplayer level &amp;quot;S.S.D.D.&amp;quot; and the Spec Ops mission &amp;quot;The Pit.&amp;quot; In multiplayer, its kill icon in the killfeed is also shown with a vertical foregrip, despite said attachment being unavailable for the SCAR in multiplayer.&lt;br /&gt;
[[File:SCAR-H CQC.jpg|thumb|none|500px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 SCAR-H (1).jpg|thumb|none|600px|The draw animation of the SCAR-H, which involves a sideways pull of the bolt handle.]]&lt;br /&gt;
[[File:MW2 SCAR-H (2).jpg|thumb|none|600px|Holding the SCAR-H.]]&lt;br /&gt;
[[File:MW2 SCAR-H (3).jpg|thumb|none|600px|Aiming the SCAR-H at some faux Saddam Hussein statue.]]&lt;br /&gt;
[[File:MW2 SCAR-H (4).jpg|thumb|none|600px|Reloading the SCAR-H.]]&lt;br /&gt;
[[File:MW2 SCAR-H (5).jpg|thumb|none|600px|Hitting the bolt release as a part of the empty reload. Of note is that the bolt is already forwards before the reload even starts; the SCAR's bolt is designed to lock back in real life upon firing the last round, which doesn't happen in-game.]]&lt;br /&gt;
[[File:MW2 SCAR-H (6).jpg|thumb|none|600px|Drawing a SCAR-H equipped with a Heartbeat Sensor.]]&lt;br /&gt;
[[File:MW2 SCAR-H (7).jpg|thumb|none|600px|With the Heartbeat Sensor attached, hitting the bolt release in the empty reload now requires a different animation, although the actual release is covered by the RIS rail. The character is actually pressing the left side mag release.]]&lt;br /&gt;
[[File:MW2 SCAR-H (8).jpg|thumb|none|600px|The foregrip-equipped SCAR in &amp;quot;The Pit.&amp;quot;]]&lt;br /&gt;
[[File:MW2 screen 26-12557342731.jpg|600px|thumb|none|Shadow Company commando armed with an FN SCAR-H, fitted with an ACOG sight. Note the forward folding front sight.]]&lt;br /&gt;
[[File:MW2-SCAR thermal.jpg|thumb|none|600px|A SCAR-H CQC with thermal sight at the Shadow Company hideout. Note the straight cheek rest of the 2nd generation model.]]&lt;br /&gt;
[[File:MW2 SCARrender.jpg|thumb|none|600px|A wall of scans showing off the US Army's indomitable arsenal of pump shotguns slung under SCAR-Hs.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Tavor TAR-21==&lt;br /&gt;
The [[IMI Tavor TAR-21]] appears in both singleplayer and multiplayer. In singleplayer, the TAR-21 is used by Russian soldiers and Task Force 141, almost always used with kind of optical sight or scope. Its kill icon always shows it with a Holographic Sight (an EOTech holographic sight).&lt;br /&gt;
[[File:Tavor-tar.jpg|thumb|none|500px|IMI Tavor TAR-21 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 TAR21 (1).jpg|thumb|none|600px|Drawing the TAR-21 involves giving the charging handle a quick pull.]]&lt;br /&gt;
[[File:MW2 TAR21 (2).jpg|thumb|none|600px|Holding the TAR-21.]]&lt;br /&gt;
[[File:MW2 TAR21 (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 TAR21 (4).jpg|thumb|none|600px|Reloading the Tavor.]]&lt;br /&gt;
[[File:MW2 TAR21 (5).jpg|thumb|none|600px|Pulling the bolt to chamber the weapon.]]&lt;br /&gt;
[[File:MW2-TAR21 mars.jpg|thumb|none|600px|The TAR-21 equipped with a MARS sight; in multiplayer, the Red Dot Sight is replaced by the MARS sight, while in singleplayer, TAR-21s with MARS sights appear alongside TAR-21s with standard red dot sights.]]&lt;br /&gt;
[[File:Mw2tar21stupid.jpg|thumb|none|600px|The in-game worldmodel of a Tavor with an M203, which looks as if the M203 is more or less superglued to the Tavor. In reality, only the GTAR-21 variant of the TAR-21 can accept the M203.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 EBR==&lt;br /&gt;
The [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 1 EBR]] appears in the game, almost always with a scope attached. In singleplayer, it appears as the standard weapon for Task Force 141 snipers, and is referred to as the &amp;quot;M14 EBR&amp;quot;, the US Army designation. This seems to be the weapon of choice for Captain MacTavish.&lt;br /&gt;
&lt;br /&gt;
It is the last sniper rifle to be unlocked in multiplayer, where it is listed incorrectly as an &amp;quot;M21 EBR&amp;quot;, likely to remind players of the actual [[M21]] in ''[[Call of Duty 4: Modern Warfare|Modern Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
An unscoped Mk 14 Mod 1 EBR can be found in the Spec-Ops mission &amp;quot;Breach &amp;amp; Clear&amp;quot;, where it still has the same zoom factor as another weapon with an ACOG. It is the only time the player gets to use it with iron sights.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR with scope, Tango Down grip, Magpul CTR stock, vertical foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M14EBR (1).jpg|thumb|none|600px|The Mk 14 EBR in first-person view.]]&lt;br /&gt;
[[File:MW2 M14EBR (2).jpg|thumb|none|600px|Reloading the Mk 14 EBR.]]&lt;br /&gt;
[[File:MW2 M14EBR (3).jpg|thumb|none|600px|Charging the weapon.]]&lt;br /&gt;
[[File:MW2 M14EBR (4).jpg|thumb|none|600px|The &amp;quot;Breach &amp;amp; Clear&amp;quot; iron-sighted EBR.]]&lt;br /&gt;
[[File:MW2 M14EBR (5).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2McTavishRifle.png|thumb|none|600px|Soap with the Mk 14 EBR with a suppressor on his back.]]&lt;br /&gt;
[[File:Pc_wallpaper_04_1024x768.png|thumb|none|600px|Soap with the Mk 14 EBR. Note the Magpul CTR stock.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul Masada==&lt;br /&gt;
The [[Remington_ACR#Magpul_Masada|Magpul Masada]] appears in the game under the name &amp;quot;ACR&amp;quot;, actually the name of its successors manufactured by Bushmaster and Remington. It is a Gen 2 Masada, characterized by its forward-mounted and ambidextrous charging handle. The handle itself is the early version which was seen at the 2007 SHOT Show and can be found on A&amp;amp;K airsoft versions. The front sight is loosely based on the Masada's front sight, while the rear sight appears to be loosely based on the Magpul MBUS. The rifle also has a Masada handguard with rails attached on the sides and a 10.5&amp;quot; barrel, and uses 30-round Magpul PMags.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, the Masada is commonly used by Task Force 141 and Shadow Company. It first appears in &amp;quot;Cliffhanger,&amp;quot; where it is equipped with a suppressor, reflex sight (with more zoom than a normal reflex sight), heartbeat monitor, and a unique arctic camouflage not found on any other weapon and not available in multiplayer. Masadas with [[M203]] grenade launchers can be found in &amp;quot;Takedown&amp;quot; and &amp;quot;Loose Ends&amp;quot;, the former having an ACOG scope, and the latter having a holographic sight (which has the zoom level of an ACOG, for some reason). A Masada with the same attachments as the one in &amp;quot;Cliffhanger&amp;quot; but with a unique matte black finish is found in &amp;quot;Just Like Old Times&amp;quot;. It has very low recoil even in full automatic, making it a versatile all-range weapon.&lt;br /&gt;
[[File:Airsoft Masada Gen 2 (black).jpg|thumb|none|500px|'''Airsoft''' Gen 2 Magpul Masada - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 ACR (1).jpg|thumb|none|600px|Drawing the &amp;quot;ACR&amp;quot;. Note how the handguard pin sticks out as if the handguard is being disassembled.]]&lt;br /&gt;
[[File:MW2 ACR (2).jpg|thumb|none|600px|Holding the Masada.]]&lt;br /&gt;
[[File:MW2 ACR (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 ACR (4).jpg|thumb|none|600px|Reloading the rifle with a Magpul PMAG. Note the incorrect HK-style fire selector markings placed on the wrong side of the switch. The selector is also set to the safety position of a real Masada.]]&lt;br /&gt;
[[File:MW2 ACR (5).jpg|thumb|none|600px|Chambering the Masada by pulling on the charging handle with the right hand; it would be more efficient to simply press the bolt catch release button that is right next to the trigger housing, or at least simply cock it from the left side without having to switch hands, due to the ambidextrous charging handle.]]&lt;br /&gt;
[[File:MW2AR2.png|thumb|none|600px|The unique snow camo Masada used by Roach in the mission &amp;quot;Cliffhanger&amp;quot;. For some reason it also gets a unique ammo pool which maxes out at 840 instead of 630, despite it being impossible to get more ammo for it in this mission.]]&lt;br /&gt;
[[File:MW2-ACR Unique.jpg|thumb|none|600px|The unique matte black Masada. Prior to the &amp;quot;primary gunfighter&amp;quot; perk of ''[[Call of Duty: Black Ops 2|Black Ops 2]]'', it was impossible to create such a weapon in any of the games' multiplayer, and weapons with three attachments were almost always restricted to being starting weapons in the campaign. Some of these campaign-only weapon configurations also have special boosts: these black Masadas in &amp;quot;Just Like Old Times&amp;quot;, for example, have a maximum ammo count of 1,260 instead of 630.]]&lt;br /&gt;
[[File:MW2-ACR Ghost.jpg|thumb|none|600px|Ghost threatens to kill a shed with his Masada unless the Russians allow Price to cause an absolutely baffling plot twist.]]&lt;br /&gt;
&lt;br /&gt;
===Remington ACR (remastered version)===&lt;br /&gt;
The prototype Masada from the original has been replaced with a proper ACR in the remaster.&lt;br /&gt;
[[File:Remington ACR.jpg|thumb|none|500px|Remington ACR with 16.5&amp;quot; barrel, Magpul PMAG, 5-sided handguard, and suppressor - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
In the single-player campaign, the &amp;quot;AUG HBAR&amp;quot; takes the appearance of a [[Steyr AUG A2]], mostly evidenced by the 20&amp;quot; barrel, whereas in multiplayer it is actually modeled after an AUG HBAR-T. It has a 30-round magazine and is equipped with either a rail-mounted version of the Swarovski AUG A1 scope or a Red Dot Sight. It is used mainly by Russian Ultranationalists.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the AUG A2 appears as the kill icon for the AUG HBAR, implying that like the L85, it was supposed to appear in multiplayer as an assault rifle before being reworked into the AUG HBAR as an LMG in multiplayer.&lt;br /&gt;
[[File:AUG A2 16.jpg|thumb|none|500px|Steyr AUG A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 AUG A2 (1).jpg|thumb|none|600px|The AUG A2 with the A1 scope, which is rather impractically high. This rail-mounted Swarovski scope also does not exist in reality; real AUG A1 scopes are integrated into the receiver.]]&lt;br /&gt;
[[File:MW2 AUG A2 (2).jpg|thumb|none|600px|View down the typical ''Modern Warfare'' series scope reticle.]]&lt;br /&gt;
[[File:MW2 AUG A2 (3).jpg|thumb|none|600px|The AUG with a red dot mounted. Although not visible unless aiming, the front sight from the multiplayer version is also present.]]&lt;br /&gt;
[[File:MW2-AUG Reload.jpg|thumb|none|600px|Reloading the AUG A2.]]&lt;br /&gt;
[[File:MW2AUGA1.jpg|thumb|none|600px|A Russian Ultranationalist with a Steyr AUG A2.]]&lt;br /&gt;
[[File:MW2-AUG Cpt Price.jpg|thumb|none|600px|Captain Price (voiced by Billy Murray) with an AUG A2.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Cheyenne Tactical M200 Intervention==&lt;br /&gt;
In what might be the most infamous depiction of a somewhat obscure sniper rifle in any media ever, the [[Cheyenne Tactical M-200 Intervention|Cheyenne Tactical M200 Intervention]] appears in ''Modern Warfare 2'' as a usable sniper rifle. The rifle, known as simply &amp;quot;Intervention&amp;quot; in-game, is the only usable bolt-action sniper rifle in the game. It has an unusable AN/PEQ-2 laser unit mounted on the Picatinny rail just forward of the scope, which disappears when an ACOG Scope is used.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by US Army Rangers on several occasions, and is Soap and Captain Price's primary weapon in &amp;quot;Just Like Old Times&amp;quot;, the second to final mission. The intro of that mission describes the CheyTac as an anti-materiel rifle; while the real weapon is effective in that role against some types of armor, it is mainly used as an anti-personnel system. In multiplayer, while its magazine size is a mere 5 rounds, the Intervention deals incredibly high damage, making it a deadly sight in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The depiction of the Intervention within ''Modern Warfare 2'' propelled the weapon into relative infamy; while the weapon itself was never deemed as &amp;quot;overpowered&amp;quot;, a number of factors displayed in this game specifically (the overuse of the weapon in multiplayer, its distinctive sounds and animations, the use of hitmarkers and the general stereotype of Call of Duty generally being enjoyed by loud, skill-lacking, faux-MLG &amp;quot;tryhards&amp;quot;) has made the Intervention a staple of &amp;quot;montage parodies&amp;quot;, along with the infamous acts of &amp;quot;no-scoping&amp;quot; and &amp;quot;quick-scoping&amp;quot;. The popularity of the weapon has allowed the Intervention to return in three other games in the franchise: ''[[Call of Duty Online]]'' (as the &amp;quot;CheyTacM200&amp;quot;), ''[[Call of Duty: Infinite Warfare]]'' (as the &amp;quot;TF-141&amp;quot;), and ''[[Call of Duty 4: Modern Warfare|Call of Duty: Modern Warfare Remastered]]'' (as the &amp;quot;S-Tac Aggressor&amp;quot;).&lt;br /&gt;
[[File:M200.jpg|thumb|none|550px|CheyTac M200 - .408 CheyTac]]&lt;br /&gt;
[[File:MW2 M200 (1).jpg|thumb|none|600px|The Intervention in first-person view. For whatever reason, the player character always seems to rest his off-hand around where the magazine is, rather than the handguard. The non-shooting hand being so close to the shooting hand would make it hard to keep the rifle steady in reality.]]&lt;br /&gt;
[[File:MW2 M200 (2).jpg|thumb|none|600px|Pulling the bolt.]]&lt;br /&gt;
[[File:MW2 M200 (3).jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:MW2 M200 (4).jpg|thumb|none|600px|The flat right side of the M200. Note that the PEQ box lacks a right side as well.]]&lt;br /&gt;
[[File:MW2-M200 Cpt Price.jpg|thumb|none|600px|Captain Price holds his suppressed Intervention in &amp;quot;Just Like Old Times&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M82A1==&lt;br /&gt;
The [[Barrett M82A1]] appears as &amp;quot;Barrett .50cal&amp;quot; in the game. It has a shortened barrel, though it is not as short as the M82CQ. It has a Mr. Yuk sticker on the scope cover. The weapon is incorrectly depicted with ejection port openings on both sides of the receiver.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, during the level &amp;quot;Of Their Own Accord&amp;quot;, an emplaced M82A1 with variable-zoom thermal sight is used by Russian snipers covering the Mall (the stretch from the Lincoln Memorial to the Washington Monument to the Capital) and is temporarily commandeered by Ramirez and his squad to take out enemy soldiers firing on evac helicopters with Javelins.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, it is the default sniper rifle. Oddly, it has worse overall stats than the &amp;quot;M21 EBR&amp;quot; or the WA2000. Amusingly, the weapon can be fired nearly as quickly as the trigger can be tapped, with surprisingly little recoil for dumping 10 .50 BMG rounds in ''under a second''.&lt;br /&gt;
[[File:m82a1.jpg|thumb|none|550px|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
[[File:MW2-M82-2.jpg|thumb|none|600px|The Create-A-Class icon of the Barrett shows a good view of the shortened barrel.]]&lt;br /&gt;
[[File:MW2 M82 (1).jpg|thumb|none|600px|Holding the M82.]]&lt;br /&gt;
[[File:MW2 M82 (2).jpg|thumb|none|600px|Reloading the M82A1. Note odd safety switch on the magazine well, because you can never have too many safeties.]]&lt;br /&gt;
[[File:MW2 M82 (3).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 M82 (4).jpg|thumb|none|600px|View of the Barrett's other side (finally, some complete modeling).]]&lt;br /&gt;
[[File:MW2-M82-3.jpg|thumb|none|600px|The mounted Barrett in &amp;quot;Of Their Own Accord&amp;quot;. Even though it is equipped with a standard scope, it has a thermal sight. This particular Barrett is also equipped with proprietary levitation technology, allowing it to hover above the ground while being attached to a ledge.]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
The rare [[Walther WA 2000]] is found in the game. In singleplayer, it is used by Russian snipers in &amp;quot;Loose Ends&amp;quot; and by Shadow Company troops in the level &amp;quot;Enemy of My Enemy&amp;quot;, highly inaccurate for both given the WA2000's limited production run. While it holds only 6 rounds, it is very accurate and has low recoil.&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Winchester Magnum]]&lt;br /&gt;
[[File:MW2 WA2000 (1).jpg|thumb|none|600px|The draw animation involves flipping open the scope cover. Note the Mr. Yuk sticker on the scope cover, just like the Barrett.]]&lt;br /&gt;
[[File:MW2 WA2000 (2).jpg|thumb|none|600px|Holding the WA 2000. Note the rather large piece of rail the scope is mounted on.]]&lt;br /&gt;
[[File:MW2 WA2000 (3).jpg|thumb|none|600px|Reloading the WA 2000.]]&lt;br /&gt;
[[File:MW2 WA2000 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2-WA2000-2.jpg|thumb|none|600px|A Russian sniper with a WA 2000 sniper rifle, as seen in the Museum bonus level.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] is only featured in the singleplayer campaign, used by Russian Ultranationalists and Brazilian Militiamen. It can be found with winter camouflages in the snow levels and woodland camo in &amp;quot;Loose Ends&amp;quot; and &amp;quot;The Enemy of My Enemy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A poster of a SVD Dragunov is seen in the Multiplayer map &amp;quot;Salvage&amp;quot; in a small house, along with posters of Makarov PM and AKM.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW2 SVD (1).jpg|thumb|none|600px|Roach with an acquired SVD. Note the dangling scope cover, not present on the MW1 model.]]&lt;br /&gt;
[[File:MW2 SVD (2).jpg|thumb|none|600px|Reloading. Tossing away a magazine. Note that the flash hider is modeled as a solid tube.]]&lt;br /&gt;
[[File:MW2-SVD reload.jpg|thumb|none|600px|Reloading an SVD with arctic camouflage finish.]]&lt;br /&gt;
[[File:MW2 SVD (3).jpg|thumb|none|600px|Charging the SVD. As with all iterations in the series, the bolt never locks back on empty like it should.]]&lt;br /&gt;
[[File:2hMD.jpg|thumb|none|600px|A Brazilian militiaman with an SVD takes careful aim using his right nostril.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN M240B==&lt;br /&gt;
The [[M240B]] machine gun is found in both singleplayer and multiplayer. In singleplayer, it is used by the US Army Rangers, Task Force 141, Shadow Company, and Makarov's terrorists. It is often seen equipped with a heartbeat sensor. In Special Ops, the enemy Juggernauts wield the M240 machine gun. The M240 also can be seen (unusable) mounted on the M1 Abrams tank.&lt;br /&gt;
&lt;br /&gt;
The M240 is depicted with a bottom-mounted 100-round belt box; this is impossible in reality, for several reasons. For one, the M240 does not have an attachment point for an ammo box to attach to on its underside; the M240 is typically issued with belt boxes that are fully separate from the gun, while the US Army issues a soft M240 belt bag that is attached to the side of M240. Secondly, such an attachment point would block the M240's casing ejection port, located on the bottom where the in-game belt box is attached. The in-game belt box itself is an [[M249]] belt box with grooves resembling a [[PKM]] belt box.&lt;br /&gt;
&lt;br /&gt;
The M240 deals the lowest damage out of all the machine guns (despite being chambered for the largest round), but compensates it for having the highest rate of fire in its class. It suffers from substantial recoil, restricting it to short and medium range.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M240B (1).jpg|thumb|none|600px|Holding the M240. Apparently somebody at Infinity Ward thought it would be a good idea to give the M240 the illegitimate offspring of the M249 and PKM as an ammo box.]]&lt;br /&gt;
[[File:MW2 M240B (2).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:MW2 M240B (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:MW2 M240B (4).jpg|thumb|none|600px|Replacing the belt.]]&lt;br /&gt;
[[File:MW2 M240B (5).jpg|thumb|none|600px|Shutting the feed tray cover.]]&lt;br /&gt;
[[File:MW2-M240.jpg|thumb|none|600px|A Russian terrorist with the M240B in the Museum.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG4]] is used by the Russian Military and the Shadow Company in singleplayer. In multiplayer, the MG4 is unlocked at level 16. It possesses a moderately high rate of fire and sub-par damage (which can be buffed with Stopping Power), but is accurate and has low recoil.&lt;br /&gt;
[[File:H&amp;amp;KMG4.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 MG4 (1).jpg|thumb|none|600px|Holding the MG4.]]&lt;br /&gt;
[[File:MW2 MG4 (2).jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:MW2 MG4 (3).jpg|thumb|none|600px|Pulling the charging handle at the start of the reload; despite the hand animation and the accompanying audio, the charging handle isn't animated and does not move at all from its folded position.]]&lt;br /&gt;
[[File:MW2 MG4 (4).jpg|thumb|none|600px|Placing down a new belt box.]]&lt;br /&gt;
[[File:MW2 MG4 (5).jpg|thumb|none|600px|Shutting the feed tray cover.]]&lt;br /&gt;
[[File:MW2-MG4.jpg|thumb|none|600px|An MG4 sitting on a crate at the Shadow Company base. Note that the pickup icon depicts it with a carrying handle/scope combo (like the one in [[Media:HKMG4-1.jpg|this image]]), despite it very obviously lacking this attachment in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remaster, the charging handle is unfolded the whole time, and is properly animated when reloading.&lt;br /&gt;
&lt;br /&gt;
==L86A1 LSW==&lt;br /&gt;
The [[SA80#L86A1|L86A1 Light Support Weapon]] appears as the &amp;quot;L86 LSW&amp;quot;, identified as the A1 by its round charging handle. The weapon is modified with a long L85 handguard, a barrel mounted carrying handle from the M240, and small Picatinny rails on each side of the receiver. The dovetail mount at the top of the receiver is replaced with a strip of Picatinny rails. The weapon uses a Chinese MDG3 120 round drum mag that holds only 100 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
It appears only once throughout the single-player campaign, during the defense of the safehouse in the level &amp;quot;Loose Ends&amp;quot;. It also appears in the Special Ops mission &amp;quot;Estate Takedown&amp;quot;. In multiplayer, it holds the distinction of being the weapon with the highest DPS (damage per second) with Stopping Power in the game. This is offset by obstructive iron sights and high recoil unless a grip is attached.&lt;br /&gt;
&lt;br /&gt;
The killfeed icon of the weapon shows an [[#Enfield L85|L85 with a SUSAT]], likely indicating that the L86 LSW was supposed to be a L85 at one point in development.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|500px|L86A1 Light Support Weapon - 5.56x45mm]]&lt;br /&gt;
[[Image:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|500px|FN M240B with newer style lower handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (1).jpg|thumb|none|600px|Holding the L86 LSW. The bullpup layout with the large drum would mean the shooter would have to &amp;quot;chicken-wing&amp;quot; his arm in order to comfortably hold the weapon.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (2).jpg|thumb|none|600px|The default iron sights of the L86 LSW, which are fictional and for the most part would be very ineffective in real life.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (3).jpg|thumb|none|600px|The L86 with the SUSAT scope; the ACOG attachment is replaced with the British SUSAT scope when used on the LSW.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (4).jpg|thumb|none|600px|Aiming through the SUSAT.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (5).jpg|thumb|none|600px|Reloading the L86 LSW. The drum's feed chute is far too short to possibly fit in the gun's magazine well and feed reliably.]]&lt;br /&gt;
[[File:MW2 L86A1 LSW (6).jpg|thumb|none|600px|Charging the weapon by pulling on the charging handle; likely for balancing reasons, the charging handle is always pulled after reloading, regardless of whether the magazine was empty or not.]]&lt;br /&gt;
&lt;br /&gt;
==RPD==&lt;br /&gt;
The [[RPD]] appears in singleplayer and multiplayer. In singleplayer, it is used by Brazilian Militia, Middle Eastern OpFor, and some Russian troops; the latter is incorrect, as while the RPD is Russian in origin, it was phased out during the 1960s in favor of the [[PKM]].&lt;br /&gt;
[[File:RPD-Light-Machine-Gun.jpg|thumb|none|500px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:MW2 RPD (1).jpg|thumb|none|600px|Holding the RPD. Note the same IO Inc SCOP0040 scope mount used with the AK-47, which in this case appears to be chopped in half to accommodate the reloading procedure which involves the opening of the top cover, meaning that the two parts are effectively disconnected.]]&lt;br /&gt;
[[File:MW2-RPD ironsight.jpg|thumb|none|600px|Aiming down the misaligned sights; the front sight is positioned too high.]]&lt;br /&gt;
[[File:MW2 RPD (2).jpg|thumb|none|600px|This is approximately how he sights are supposed to be aligned; such a view can be achieved in-game by looking downwards.]]&lt;br /&gt;
[[File:MW2 RPD (3).jpg|thumb|none|600px|Racking the charging handle at the start of the reload.]]&lt;br /&gt;
[[File:MW2 RPD (4).jpg|thumb|none|600px|Reloading the RPD, completely disconnecting the scope mount in the process.]]&lt;br /&gt;
[[File:MW2 RPD (5).jpg|thumb|none|600px|A look at the world model of the RPD equipped with the &amp;quot;grip&amp;quot; attachment, which gives it a wooden foregrip similar to that of the Romanian [[AIM]].]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR-T==&lt;br /&gt;
In multiplayer, the &amp;quot;AUG HBAR&amp;quot; LMG takes the form of a correct [[Steyr AUG HBAR]] (Heavy Barrel), in contrast to the singleplayer, where it appears as an AUG A2. It is specifically modeled after the HBAR-T variant used in the designated marksman rifle role, as it has a RIS rail. It is equipped with an unusable bipod, a barrel mounted carrying handle from the M240, a 42-round magazine, and a 24.4&amp;quot; barrel. The weapon strangely lacks the standard AUG foregrip by default, though equipping the Foregrip attachment reattaches it.&lt;br /&gt;
&lt;br /&gt;
The weapon is unlocked at level 32. True to its nature, the AUG HBAR functions more like an assault rifle than an LMG: it has the fastest reload, has good accuracy and high damage, but suffers from recoil at long distances unless a Grip is used and the weapon is burst fired.&lt;br /&gt;
[[File:Hbar.jpg|thumb|none|500px|Steyr AUG HBAR-T - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2 AUGHBAR (1).jpg|thumb|none|600px|The AUG HBAR-T in multiplayer. The weapon's default iron sights lack the rear sight.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Steyr. Note the odd M240 carry handle, which normally wouldn't be needed as the AUG's integral foregrip is affixed to the barrel and is used to pull it out.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (3).jpg|thumb|none|600px|Having said that, the vertical grip is AWOL by default.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (4).jpg|thumb|none|600px|Reloading the AUG HBAR-T.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:MW2 AUGHBAR (6).jpg|thumb|none|600px|The AUG HBAR-T with its proper foregrip.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12 CQB==&lt;br /&gt;
The [[AA-12]] is available in the game. It is shown with a custom folding charging handle and custom sights, consisting of a rail mounted rear sight and a flip up front sight. It uses an 8-round box magazine. Using the Extended Magazines attachment in multiplayer beefs up the capacity to 16, though the magazine model remains unchanged; real AA-12 magazine options include 8 round box magazines, or 20 and 32 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by the Russian Military (despite being American in origin) and the Shadow Company. It also appears outside the obstacle course in the first level once the player has run through it once, and a suppressed version with a heartbeat sensor appears in the Spec-Ops mission &amp;quot;Acceptable Losses&amp;quot;. The AA-12 has a lower firing rate in Multiplayer compared to in Singleplayer, presumably for multiplayer balancing.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:MW2 AA12 (1).jpg|thumb|none|600px|Holding an AA-12 shotgun.]]&lt;br /&gt;
[[File:MW2 AA12 (2).jpg|thumb|none|600px|Aiming down the default iron sights.]]&lt;br /&gt;
[[File:MW2 AA12 (3).jpg|thumb|none|600px|Reloading the AA-12. Note the straight feed lips and the custom knurled charging handle.]]&lt;br /&gt;
[[File:MW2 AA12 (4).jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The AA-12 in the remaster retains the same configuration from the original complete with the same rail mounted sights. However, it is depicted with the proper AA-12 charging handle instead of the custom folding one shown in the original.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is found in singleplayer and multiplayer, referred under its US Military designation M1014. It has a Dark Earth finished barrel and receiver, and a Surefire triple-rail foregrip (like the one installed on the British L128A1) with an unusable under-barrel flashlight. The weapon is modeled with a civilian 4-shot magazine tube; like MW1, the M1014 has a 7-round capacity in singleplayer (the capacity of the military version), and has the correct modeled capacity in multiplayer (extended to 6 rounds with Extended Mags).&lt;br /&gt;
&lt;br /&gt;
It is used by the US Military and several Brazilian Militiamen in singleplayer; the player character Roach also starts with one in &amp;quot;Takedown&amp;quot;.&lt;br /&gt;
[[File:Benelli m4 2.jpg|thumb|500px|none|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[File:MW2 M1014 (1).jpg|thumb|none|600px|Drawing the M1014. Note the flashlight.]]&lt;br /&gt;
[[File:MW2 M1014 (2).jpg|thumb|none|600px|The M1014 in first-person.]]&lt;br /&gt;
[[File:MW2 M1014 (3).jpg|thumb|none|600px|Aiming down the M1014's ghost ring sights.]]&lt;br /&gt;
[[File:MW2 M1014 (4).jpg|thumb|none|600px|Reloading the M1014. As in MW1, there is no chambering animation when the weapon is emptied, which would make the weapon unable to fire in reality.]]&lt;br /&gt;
[[File:MW2-M1014 3rd.jpg|thumb|none|600px|A Shadow Company soldier holds his M1014 shotgun in the Museum. The 4-shot magazine tube is easily visible here.]]&lt;br /&gt;
[[File:MW2-M1014 unique.jpg|thumb|none|600px|M1014 with arctic camouflage finish in the &amp;quot;Museum&amp;quot;. This is not possible outside of this one level; camouflage patterns cannot normally be applied to weapons which the multiplayer classifies as secondaries, including shotguns.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remastered version, the player character correctly inserts a round in the chamber and releases the bolt before loading successive shells into the tube during empty reloads.&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] is found in singleplayer and multiplayer. It is shown with the stock unfolded, and is used in pump-action mode only. In singleplayer, it is used by the Russian Military, Shadow Company, and Task Force 141, usually with no attachments; it's a bit of an odd choice to say the least, as it was never issued by any military force (most of its sales being to police departments, its intended market), and went out of production in the year 2000.&lt;br /&gt;
&lt;br /&gt;
Weirdly, the bolt is animated to cycle as the shotgun is fired (visible when aiming down sights), rather than when the player character works the pump after the shot. In singleplayer, fired shells can be seen ejecting when the gun cycles, but no shells are seen ejected in multiplayer.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:MW2 SPAS (1).jpg|thumb|none|600px|Drawing the SPAS-12. No, the player character doesn't have their arm shoved through the middle of the stock; some of the game's hand and arm models have oversized features that clip through certain weapons, creating illusions and issues like this. One also has to wonder why it wasn't being stored with the stock folded...]]&lt;br /&gt;
[[File:MW2 SPAS (2).jpg|thumb|none|600px|Idling with the SPAS-12. Note the rail bolted to the top of the receiver.]]&lt;br /&gt;
[[File:MW2 SPAS (3).jpg|thumb|none|600px|Aiming through the weapon's simple ghost-ring iron sights.]]&lt;br /&gt;
[[File:MW2 SPAS (4).jpg|thumb|none|600px|Pumping the shotgun after firing. Note the shut bolt; despite cycling when the weapon is fired, this doesn't move when the pump is worked. This makes the fact that the weapon is flipped over every time the action is cycled all the more bizarre, since all this really does is draw attention to the issue.]]&lt;br /&gt;
[[File:MW2 SPAS (5).jpg|thumb|none|600px|Reloading the SPAS-12, round by round. As in most games, this is done incorrectly; since the SPAS's bolt release (the button under the charging handle) is also its carrier latch, it has to be held down in order to load in shells.]]&lt;br /&gt;
[[File:MW2 SPAS (6).jpg|thumb|none|600px|As is COD tradition, a pump is always required after the reload finishes, regardless if it is necessary, logical, or even if it actually does anything to the bolt. The flat object sticking out of the bottom of the receiver is the safety lever; the in-game SPAS is based off of the earlier FIE-imported models, with an 8-round magazine and a lever-type safety that had a tendency to be anything but (often failing to engage, and sometimes firing the shotgun when disengaged).]]&lt;br /&gt;
[[File:MW2-SPAS 3rd.jpg|thumb|none|600px|A soldier with a SPAS-12 shotgun in the Museum level. His trigger discipline is admirable, though one has to wonder why he's giving the rear sight such a wide berth.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In ''Modern Warfare 2 Campaign Remastered'', the reloading process is done correctly. The shotgun is not pumped during partial reloads, empty reloads have the first shell  inserted in the chamber before loading the remaining ones in the tube, and the shotgun itself is upended with the off-hand holding down the bolt release button to allow the shells to be loaded into the tube.&lt;br /&gt;
&lt;br /&gt;
==Sears Ranger==&lt;br /&gt;
A sawed-off Sears Ranger is featured in the game. The weapon cannot aim down sights. It can be dual-wielded to make up for its 2-round capacity. It can fire both barrels at the same time; note that while the in-game model appropriately has two triggers, the Create-a-Class icon has only one. In singleplayer, it is used by some Brazilian Militiamen. The Ranger is shown being able to eject the spent shells when reloaded instead of having to dump them out manually.&lt;br /&gt;
[[File:Remington SBS.jpg|400px|thumb|none|Sawed off double barreled shotgun - 12 gauge]]&lt;br /&gt;
[[File:MW2 Ranger (1).jpg|thumb|none|600px|Holding the Ranger shotgun, not to be confused with the actual US Army Rangers found in MW2.]]&lt;br /&gt;
[[File:MW2 Ranger (2).jpg|thumb|none|600px|Ejecting the fired shells...]]&lt;br /&gt;
[[File:MW2 Ranger (3).jpg|thumb|none|600px|... and loading in two new shells one by one.]]&lt;br /&gt;
[[File:MW2 Ranger (4).jpg|thumb|none|600px|Akimbo Rangers in first person.]]&lt;br /&gt;
[[File:MW2 Ranger (5).jpg|thumb|none|600px|Ejecting four shells.]]&lt;br /&gt;
[[File:MW2 Ranger (6).jpg|thumb|none|600px|Closing both shotguns after giving them the good-ol offscreen reload treatment.]]&lt;br /&gt;
&lt;br /&gt;
==Sentinel Arms Striker-12 / Armsel Protecta Hybrid==&lt;br /&gt;
The [[Sentinel Arms Striker-12]] (referred to as the &amp;quot;Striker&amp;quot;) is a shotgun in the game, using a roughly 12&amp;quot; barrel. The weapon is hybridized with the large shell deflector and the automatic ejection capabilities of the [[Armsel Protecta]]; later models of the Striker-12 do indeed have these Protecta features, but they also have a rear drum advance lever, which the in-game model lacks. Beyond that, the in-game model is odd in a few more ways: the winding key is modeled as a weird spike (likely modeled after a particular gun where the winding key is stripped down to just its post), while the muzzle is modeled with a strange protrusion.&lt;br /&gt;
&lt;br /&gt;
The reload animation depicts the thumb tab to the right of the drum as a drum advance lever, turning the drum whenever it is pressed; there is no evidence that the thumb tab can be used as a drum advance lever in reality, and the Striker-12 manual describes the tab to be a button used to open or close the ejection port. It should also be noted that ''Modern Warfare 2'' is one of the first video games to depict the ejection port button being used as a drum advance lever, and very likely influenced later games to ''also'' depict the ejection port button as a drum advance lever.&lt;br /&gt;
&lt;br /&gt;
Possibly to offset its large magazine, the Striker reloads slowly and has lower damage per shot than the other shotguns, requiring 2-3 hits to kill without Stopping Power.&lt;br /&gt;
&lt;br /&gt;
[[File:Striker12FullLength.jpg |thumb|none|500px|Sentinel Arms Striker-12 civilian-legal 18&amp;quot; barrel with top folding stock - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|500px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW2 Protecta (1).jpg|thumb|none|600px|Drawing the Striker.]]&lt;br /&gt;
[[File:MW2 Protecta (2).jpg|thumb|none|600px|Holding the Striker and ready to fire.]]&lt;br /&gt;
[[File:MW2 Protecta (3).jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[File:MW2 Protecta (4).jpg|thumb|none|600px|Reloading; the player character inserts a new shell into the drum...]]&lt;br /&gt;
[[File:MW2 Protecta (5).jpg|thumb|none|600px|... and presses the &amp;quot;drum advancing thumb tab&amp;quot; to index to the next position, before loading another round. The animation shows the shell visibly moving counterclockwise; the shell should've rotated clockwise if the ejection port button really was a drum advance lever, as the unwounding clockwork mechanism of the Striker only turns the drum clockwise.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears in singleplayer and multiplayer. It is modeled after the custom 1887 used by [[Arnold Schwarzenegger]] in ''[[Terminator 2: Judgment Day]]'', featuring a shortened barrel, no stock, no trigger guard, and an enlarged lever loop. The 1887 can be dual-wielded; when akimbo, the weapons are flip-cocked as in ''Terminator 2''. The firing sound of the weapon is also the same as in ''Terminator 2'', which is notable because the T2 sound effect was a custom sound that used a combination of muzzle reports from a pistol, a shotgun, a rifle, and a cannon.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, it is used by some Brazilian Militia members. In mutliplayer, the weapon, particularly when dual-wielded, became notorious in the community early on, due to their absurd effective range compared to other shotguns.&lt;br /&gt;
[[File:Win1887shotgunT2.jpg|thumb|none|400px|The sawed-off Winchester 1887 with large-lever loop used by [[Arnold Schwarzenegger]] as The Terminator - 10 gauge. Note the metal plate on the lever for better handling during flip-cocking.]]&lt;br /&gt;
[[File:MW2 1887 (1).jpg|thumb|none|600px|Equipping the Winchester 1887 with a cycling of the action.]]&lt;br /&gt;
[[File:MW2 1887 (2).jpg|thumb|none|600px|The 1887 in idle.]]&lt;br /&gt;
[[File:MW2 1887 (3).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:MW2 1887 (4).jpg|thumb|none|600px|Ejecting a shell at the start of the reload, which is interestingly enough, blue, just like in T2.]]&lt;br /&gt;
[[File:MW2 1887 (5).jpg|thumb|none|600px|Shutting the action closed at the end. The reload erroneously shows every shell being placed into the barrel rather than the magazine tube, even though the cycling animation correctly showing the shells inside the magazine tube.]]&lt;br /&gt;
[[File:MW2 1887 (7).jpg|thumb|none|600px|Dual-wielding the Winchesters in an ascended form of forsaking sensible armament.]]&lt;br /&gt;
[[File:MW2 1887 (6).jpg|thumb|none|600px|Flip-cocking, the right shotgun is not aligned properly though.]]&lt;br /&gt;
[[File:MW2-1887.jpg|thumb|none|600px|A Winchester Model 1887 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
The remaster correctly involves loading the shells into the magazine tube, with only the first shell being inserted into the barrel during empty reloads. The weapon is now flip-cocked at the end of every reload (even when not dual-wielded), but there's a catch: this time, the weapon doesn't have the enlarged lever loop required for this, and as such the player character would be likely to break his fingers.&lt;br /&gt;
[[File:M1887 Airsoft.jpg|thumb|none|400px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1200==&lt;br /&gt;
The [[Winchester 1200]] shotgun from MW1 was seen in the hands of Russian Internal Troops in the game's trailer; it was apparently a placeholder, as in the final game it is only featured in the &amp;quot;Museum&amp;quot; bonus level. Obviously, this weapon wouldn't be assigned as standard-issue to Russian Armed Forces in real life, being a weapon of US origin. A more appropriate weapon for Russian Internal Troops would be the Russian-made 18,5 KS-K adopted by Ministry of Internal Affairs, which is based on the Saiga 12.&lt;br /&gt;
[[File:WinM1200B.jpg|thumb|none|500px|A heavily modified Winchester 1200, like the one in the game - 12 gauge]]&lt;br /&gt;
[[File:MW2 W1200 (1).jpg|thumb|none|600px|The Winchester 1200 as seen in game]]&lt;br /&gt;
[[File:MW2 W1200 (2).jpg|thumb|none|600px|The iron sights of the Winchester 1200.]]&lt;br /&gt;
[[File:MW2 W1200 (3).jpg|thumb|none|600px|Reloading the W1200.]]&lt;br /&gt;
[[File:MW2 W1200 (4).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:MW2-Winchester.jpg|thumb|none|600px|A soldier with the Winchester 1200 in the Museum bonus level.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Saab Bofors Dynamics M136 AT4 ==&lt;br /&gt;
The [[M136 AT4]] appears in the game. The multiplayer version incorrectly fires guided rounds, and is referred to as &amp;quot;AT4-HS&amp;quot;. &amp;quot;HS&amp;quot; most likely is abbreviated for &amp;quot;Heat-Seeking&amp;quot; and is also how it was able to guide its way to a moving aircraft but can still be counter measured by flares. The game also shows it as reloadable, seen when using it in multiplayer with the Scavenger perk.&lt;br /&gt;
[[File:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 Anti-Tank rocket launcher - 84mm]]&lt;br /&gt;
[[File:MW2 AT4 (1).jpg|thumb|none|600px|Drawing the M136 AT4 by popping out the rear sight, then disengaging the safety.]]&lt;br /&gt;
[[File:MW2 AT4 (2).jpg|thumb|none|600px|The AT4 in idle.]]&lt;br /&gt;
[[File:MW2 AT4 (3).jpg|thumb|none|600px|Aiming down the launchers apparently smart sights.]]&lt;br /&gt;
[[File:MW2-AT4.jpg|thumb|none|600px|An AT4 in the game.]]&lt;br /&gt;
&lt;br /&gt;
==M79 grenade launcher==&lt;br /&gt;
The [[M79 grenade launcher]] appears as the &amp;quot;Thumper&amp;quot; in the game, and can be found in &amp;quot;The Hornet's Nest&amp;quot; and in some Spec Ops missions. It is available as a secondary weapon in multiplayer. In the former two gamemodes, it can be hipfired, but attempting to do so in MP will bring the sights into picture and fire the shot, similar to the RPG or AT4.&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[File:MW2 M79 (1).jpg|thumb|none|600px|The M79 &amp;quot;Thumper&amp;quot; on the multiplayer map &amp;quot;Wasteland.&amp;quot;]]&lt;br /&gt;
[[File:MW2 M79 (2).jpg|thumb|none|600px|Aiming down the leaf sight.]]&lt;br /&gt;
[[File:MW2 M79 (3).jpg|thumb|none|600px|Thumbing open the breech.]]&lt;br /&gt;
[[File:MW2 M79 (4).jpg|thumb|none|600px|Tossing aside the spent 40mm casing.]]&lt;br /&gt;
[[File:MW2 M79 (5).jpg|thumb|none|600px|Sliding in a new one.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] can be found in the levels &amp;quot;Wolverines!&amp;quot; and &amp;quot;The Only Easy Day... Was Yesterday&amp;quot; in singleplayer, and is unlockable in multiplayer. The weapon can only be fired when locked onto helicopters or aircraft. It lacks the folding IFF (Identification, Friend or Foe) antenna on the right side of the weapon, however this is not actually required to lock on to a target and fire the weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:-0976t.jpg|thumb|none|500px|FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[File:MW2 Stinger (1).jpg|thumb|none|600px|Initially equipping the FIM-92 by flipping out the sight.]]&lt;br /&gt;
[[File:MW2 Stinger (2).jpg|thumb|none|600px|The Stinger in idle.]]&lt;br /&gt;
[[File:MW2 Stinger (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] launcher is another available launcher for use in the game. While the multiplayer version is limited to one rocket in reserve (with the Scavenger perk), the singleplayer version has much more ammo. It is seen being used by the Russians, who seemingly appropriated them from military stockpiles upon invading US soil. The in-game Javelin has the erroneous ability to lock onto areas on the ground (not targets on the ground, but static objects or terrain), enabling it to function like a high-tech mortar.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[File:MW2 FGM-148 (1).jpg|thumb|none|600px|Equipping the FMG-148.]]&lt;br /&gt;
[[File:MW2 FGM-148 (2).jpg|thumb|none|600px|The Javelin in idle.]]&lt;br /&gt;
[[File:MW2 FGM-148 (3).jpg|thumb|none|600px|Acquiring a lock on dastardly shipping crates.]]&lt;br /&gt;
[[File:MW2 FGM-148 (4).jpg|thumb|none|600px|The CLU view when locked-on.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is a launcher in both singleplayer and multiplayer. In singleplayer, it is used by all enemy forces. Like MW1, it is a powerful weapon, but is atrociously inaccurate at long ranges, apparently because the rocket's stabilizing fins do not deploy and as a result cause the rocket to fly erratically.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW2 RPG7 (1).jpg|thumb|none|600px|The RPG-7 in multiplayer.]]&lt;br /&gt;
[[File:MW2 RPG7 (2).jpg|thumb|none|600px|Aiming the RPG.]]&lt;br /&gt;
[[File:MW2 RPG7 (3).jpg|thumb|none|600px|Reloading another warhead.]]&lt;br /&gt;
[[File:Rpg-7_2.png|thumb|none|600px|A Middle East Insurgent with RPG-7 in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Attachments=&lt;br /&gt;
==M203 Grenade Launcher (Airsoft)==&lt;br /&gt;
The airsoft model of the [[M203 grenade launcher]], distinguishable by its distinctive RIS mount and lack of a trigger guard, returns from ''[[Call of Duty 4: Modern Warfare]]'' as the standard grenade launcher for every assault rifle except the [[AK-47]]. It features a new firing sound, and unlike in the multiplayer of the previous installment, the M203 does not prevent the use of Perk 1. The single-player mission &amp;quot;Team Player&amp;quot; is the first time the player gets to use the M203, attached to an [[M4A1]].&lt;br /&gt;
&lt;br /&gt;
Like MW1, a full 40mm grenade stands in for the grenade's casing during the reload animation). However, the M79 grenade launcher's reload animation does show an independent grenade casing model existing in-game, meaning that the M203's reload animation is recycled entirely from MW1.&lt;br /&gt;
[[File:G%26P_M203.jpg|thumb|none|400px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.]]&lt;br /&gt;
[[File:MW2 M203 (1).jpg|thumb|none|600px|The M203 slung under the M16.]]&lt;br /&gt;
[[File:MW2 M203 (2).jpg|thumb|none|600px|Dropping out the spent shell.]]&lt;br /&gt;
[[File:MW2 M203 (3).jpg|thumb|none|600px|Reloading another.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
In the remaster version, the round being ejected while reloading is a proper spent casing.&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] shotgun is frequently seen mounted to rifles as an underslung shotgun like the M203. It is mostly attached to the FN FAL or SCAR-H assault rifles, but is sometimes seen on other weapons. The shotgun carries an impossible 7 shells in singleplayer, and a more-realistic-but-still-one-extra 4 shells in multiplayer. In multiplayer, it is unlocked for assault rifles after 20 grenade launcher kills.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|450px|KAC Masterkey shotgun - 12 Gauge]]&lt;br /&gt;
[[File:MW2 Masterkey (1).jpg|thumb|none|600px|Working the Masterkey's pump in the necessary action movie style whenever opting to use it. Doing so would realistically eject a perfectly good shell. Switching to the Masterkey while sprinting or from a secondary weapon does not pump the shotgun.]]&lt;br /&gt;
[[File:MW2 Masterkey (2).jpg|thumb|none|600px|As to how it shoots straight while being aimed high is another matter.]]&lt;br /&gt;
[[File:MW2 Masterkey (3).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]]&lt;br /&gt;
[[File:MW2 Masterkey (4).jpg|thumb|none|600px|A good view of the device shown from the start of the FAL's reload.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
The [[GP-30]] grenade launcher, incorrectly called the GP-25, is sometimes seen mounted on the [[AK-47]]s in-game. Like in ''Call of Duty 4'', a western 40mm grenade stands in for the Russian VOG-25 40mm grenade, and the player is incorrectly shown flicking the launcher downwards to eject a spent grenade casing upon firing the weapon, even though the real VOG-25 grenades are caseless; a full western 40mm grenade stands in for said spent grenade casing.&lt;br /&gt;
[[File:Gp-30 ak-74.jpg|thumb|none|500px|GP-30 grenade launcher mounted on an [[AK-74]] - 40mm &amp;amp; 5.45x39mm]]&lt;br /&gt;
[[File:MW2 GP30 (1).jpg|thumb|none|600px|The GP-30 in use.]]&lt;br /&gt;
[[File:MW2 GP30 (2).jpg|thumb|none|600px|Dumping out an entirely incorrect cartridge from the launcher.]]&lt;br /&gt;
[[File:MW2 GP30 (3).jpg|thumb|none|600px|Inserting another one for inexplicable reasons.]]&lt;br /&gt;
&lt;br /&gt;
===Remastered version===&lt;br /&gt;
A proper VOG-25 grenade is now used, and the launcher is no longer flicked.&lt;br /&gt;
&lt;br /&gt;
=Grenades/Explosives=&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is the standard smoke grenade that can be used in the game.&lt;br /&gt;
[[File:M18green.jpg|thumb|150px|none|M18 smoke grenade - Green]]&lt;br /&gt;
[[File:MW2 M18 (2).jpg|thumb|none|600px|Preparing to throw a smoke grenade.]]&lt;br /&gt;
[[File:MW2 M18 (1).jpg|thumb|none|600px|M18 grenades on the vest of an Ultranationalist.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] returns as the standard hand grenade for all factions.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW2 M67 (1).jpg|thumb|none|600px|About to throw a M67 grenade.]]&lt;br /&gt;
[[File:MW2 M67 crate.jpg|thumb|none|600px|A crate full of M67 frags in &amp;quot;S.S.D.D.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
[[M84 stun grenade]]s returns as the Flashbang and Stun Grenades. Flashbangs have a green stripe, while Stun Grenades have a red stripe.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW2 M84.jpg|thumb|none|600px|Note that the character is only pulling the top pin and the lever is clipping into his hand.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The deployable [[Claymore]] is usable by the player, again depicted with the fictional laser tripwire detonators instead of being command detonation.&lt;br /&gt;
&lt;br /&gt;
Much like in ''Call of Duty 4'', the Claymore's Clacker is bizarrely used to call in some of the killstreaks, as if it was a radio or some other communication device.&lt;br /&gt;
[[File:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]&lt;br /&gt;
[[File:MW2-Claymore.jpg|thumb|none|600px|The player places a Claymore mine.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Bounding Mine==&lt;br /&gt;
The bounding mines featured in the mission &amp;quot;Loose Ends&amp;quot; resemble closely the fictional bounding mines seen in the Guantanamo scene from ''[[Bad_Boys_II#Fictional_Bounding_Mine|Bad Boys II]]''.&lt;br /&gt;
[[File:MW2 Boundingmine.jpg|thumb|none|600px|Fortunately for Roach, time slows down whenever he triggers one of these.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
In singleplayer, the [[General Dynamics GAU-17/A]], the first time the player gets to use the Minigun is in the level &amp;quot;Team Player&amp;quot;, where it is mounted on M1026 HMMWVs; in this mission, it strangely fires in a circular spread. In the missions &amp;quot;Wolverines!&amp;quot; and &amp;quot;Exodus&amp;quot;, the Minigun is used for the (fictional) M5 Sentry Gun emplacement, operated by both U.S. Army Rangers and Russian airborne infantry units, and available as a kill streak in multiplayer. In &amp;quot;Loose Ends&amp;quot;, dismantled Miniguns can be found in Makarov's safehouse, and can later can be seen mounted on Shadow Company SUVs.&lt;br /&gt;
&lt;br /&gt;
In a few multiplayer maps, Miniguns can be found mounted on objects, similarly to the [[M249]]s in [[Call of Duty 4: Modern Warfare|the first ''Modern Warfare]]''.&lt;br /&gt;
[[File:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:232.png|thumb|none|600px|PFC Joseph Allen mans a Humvee-mounted Minigun in the mission &amp;quot;Team Player&amp;quot; while waiting for an F-15C Eagle to perform an air strike on an enemy-occupied building. It would be more accurate for Humvees to mount a [[Browning M2HB]], though as the saying goes, there's no kill like overkill. Note that the Rangers are filming the air strike with their cell phones and video cameras.]]&lt;br /&gt;
[[File:MW2 screen 17-1255733026.jpg|thumb|none|600px|Side view of the Humvee-mounted Minigun. Note that all of the HMMWVs in-game are painted in a camouflage pattern, similar to some of the HMMWVs in ''[[Generation Kill]]''.]]&lt;br /&gt;
[[File:MW2-Sentry.jpg|thumb|none|600px|An M5 Sentry Gun in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric M134 Minigun==&lt;br /&gt;
AH-6 &amp;quot;Little Bird&amp;quot; helicopters are equipped with [[GE M134 Minigun]]s.&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2 M136 AH-6.jpg|thumb|none|600px|An M134 Minigun under the wing of an AH-6 &amp;quot;Little Bird&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is mounted on AH-1W Super Cobras seen at the aircraft boneyard in &amp;quot;The Enemy of My Enemy&amp;quot; and in multiplayer. The Harrier jumpjets also inaccurately sport the very same gun pod from the Cobras in multiplayer in order to fulfill the fictional (for a Harrier) function of hovering over an area and providing fire support.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-12/U==&lt;br /&gt;
A [[General Electric GAU-12/U|GAU-12/U]] is mounted on AC-130 gunships, alongside the [[Bofors 40mm]] and M102 Howitzer.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|350px|GE GAU-12/U five-barrel cannon - 25mm.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on AC-130 gunships, alongside the GAU-12/U and M102 Howitzer.&lt;br /&gt;
&lt;br /&gt;
[[File:40mm bofors.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR.]]&lt;br /&gt;
&lt;br /&gt;
==M102 105mm Howitzer==&lt;br /&gt;
The M102 105mm howitzer is mounted on AC-130 gunships, alongside the GAU-12/U and 40mm Bofors.&lt;br /&gt;
&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|350px|none|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mark 19 Mod 3 Automatic Grenade Launcher==&lt;br /&gt;
A dismantled [[Mk 19 grenade launcher|Mark 19 Mod 3]] is seen on the ground next to a Humvee under repair in &amp;quot;S.S.D.D.&amp;quot;. This is its sole appearance in the entire game, and it is never used.&lt;br /&gt;
[[File:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|500px|none|Mk 19 grenade launcher in vehicle mounting - 40x53mm.]]&lt;br /&gt;
[[File:MK19gl-MW2.jpg|thumb|none|600px|A loaded(!) Mk. 19 on the ground next to a Humvee.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
One usable [[Browning M2]] is found mounted on a Brazilian Technical truck in &amp;quot;The Hornet's Nest&amp;quot;. Like other mounted weapons, it has infinite ammo and will overheat after continuous fire. They also appear mounted on the Stryker vehicle and the Abrams tank.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|500px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:MW2 M2HB (1).jpg|thumb|none|600px|Roach operates the usable Browning M2HB in &amp;quot;The Hornet's Nest&amp;quot;. Note the M249 SAW icon used as a generic icon for mounted guns. Also note that Roach's hands and ammunition for the gun are both completely absent; apparently this .50cal operates on the power of positive thinking.]]&lt;br /&gt;
[[File:MW2 M2HB (2).jpg|thumb|none|600px|The Browning M2 viewed from the side.]]&lt;br /&gt;
[[File:AbramsM2-MW2.jpg|thumb|none|600px|A Browning M2 mounted on a destroyed M1 Abrams tank.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
The [[M249 SAW]] can be seen mounted on a fallen tree and used as a turret in the level &amp;quot;Whiskey Hotel&amp;quot;.&lt;br /&gt;
[[File:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock - 5.56x45mm with 200 round ammo drum.]]&lt;br /&gt;
[[File:Mw2 M249.jpg|thumb|none|600px|An M249 SAW mounted on a log in the level &amp;quot;Whiskey Hotel&amp;quot;.]]&lt;br /&gt;
[[File:MW2-M249side.jpg|thumb|none|600px|A side view of the M249 mounted on the log.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars are fired by OpFor troops in the &amp;quot;Team Player&amp;quot; singleplayer mission at the beginning at the other bridge shore. So its the third appearance in after ''[[Call of Duty 2]]'' and ''[[Call of Duty 4: Modern Warfare]]''. The same model was also used in  ''[[Call of Duty: Black Ops II]]'' &amp;quot;Pyrrhic Victory&amp;quot;. In ''[[Call of Duty: WWII]]'' the ''GrW 42'' is finally remodeled.&lt;br /&gt;
[[Image:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
&lt;br /&gt;
=Not Usable/Cut Weapons=&lt;br /&gt;
The following weapons appear in images, textures, and graphics present within the game. None are usable weapons, and none of them are known to have a 3D model.&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
A poster of a [[Makarov PM]] is seen in the Multiplayer map 'Salvage&amp;quot; in the small house, along with SVD Dragunov and AKM Posters, and the plans of the attack on &amp;quot;No Russian&amp;quot;.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|300px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
In the Spec-Ops mission &amp;quot;Hidden,&amp;quot; a statue of two Russian soldiers are seen with cement versions of the [[PPSh-41]].&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|450px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:COD4-PPSH.jpg|thumb|none|600px|A statue of 2 Russian soldiers holding cement [[PPSh-41]]s. Note that &amp;quot;Hidden&amp;quot; is the Call of Duty 4 mission &amp;quot;All Ghilled Up&amp;quot; in reverse with updated weapons and enemy types.]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
In a nod to the previous Call Of Dutys, a WWII-era poster of a woman holding an [[M1A1 Thompson|M1928A1 Thompson]] can be seen in the multiplayer map &amp;quot;Derail&amp;quot;&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|470px|M1928A1 Thompson with 30-round magazine - .45 ACP ]]&lt;br /&gt;
[[File:cod4m1928A1.jpg|thumb|none|400px|A woman in a military uniform holds an M1928A1 Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] is seen on a poster in the Multiplayer map 'Sub Base', but is not usable in the game.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|500px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Cod4mw mw2 akm poster.jpg|thumb|none|600px| AKM Poster. Note slant muzzle brake and orange plastic magazine similar the [[AK-74]]'s, but this is obviously a 7.62x39mm version.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
In the multiplayer menu background image, we see a soldier carrying a third generation [[FN SCAR|SCAR-L]] with an EOTech sight, AN/PEQ-2 IR designator, and a vertical foregrip, but it was never used in the game.&lt;br /&gt;
[[File:FN SCAR-L (Standard).jpg|thumb|500px|none|Third Generation FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW2Scar.jpg|thumb|600px|none|The SCAR-L in the menu.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil==&lt;br /&gt;
During briefing for &amp;quot;No Russian&amp;quot; a newspaper article is seen showing an Ultranationalist with a [[Galil]].&lt;br /&gt;
[[File:Galil-SAR.jpg|thumb|none|500px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2Galil.png|thumb|none|600px|The Ultranationalist on the left holds a Galil.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 0 EBR==&lt;br /&gt;
An [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]] can be seen on the background of the Spec Ops main menu.&lt;br /&gt;
[[File:M14EBR.jpg|thumb|none|500px|Mk 14 Mod 0 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW2-Mk14Mod0.jpg|thumb|none|600px|Spec Ops menu background.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K2==&lt;br /&gt;
During briefing for &amp;quot;No Russian&amp;quot; a newspaper article is seen showing one of &amp;quot;Makarov's men&amp;quot; (according to the caption) with a [[Daewoo K2]].&lt;br /&gt;
[[File:Daewoo-K2.jpg|thumb|none|500px|Daewoo K2 Assault rifle - 5.56x45mm NATO]] &lt;br /&gt;
[[File:Mw2k2.png|thumb|none|600px|A soldier with a Daewoo K2 in a newspaper article.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
An [[Accuracy International Arctic Warfare]] in seen held by a sniper in the multiplayer menu background art, but it is unusable in-game.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International AW - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Mw2AIAW.jpg|thumb|none|600px|The Arctic Warfare is circled in red.]]&lt;br /&gt;
&lt;br /&gt;
==M26 grenade==&lt;br /&gt;
The [[M26 hand grenade]] can be seen on one of the unlockable emblems.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 grenade]]&lt;br /&gt;
[[File:MW2-M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK91A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK91A3]] from ''Modern Warfare'' appears in trailers and early screenshots, but was dropped from the final game, most likely in favor of the FAL.&lt;br /&gt;
[[File:HK91A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch HK91A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Vlc 2009-09-03 10-20-00-79.png|thumb|none|600px|Pre-release Shadow Company operative with the HK91.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85==&lt;br /&gt;
The kill-feed icon for the [[Enfield L85 rifle series#L86A1|L86 LSW]] in multiplayer depicts an [[L85]] with a SUSAT scope instead. Evidence suggests that the in-game L86 LSW was an L85 at one point during development: the unremoved kill-feed icon, and that the L86's texture sheet has the L85's 30-round magazine. The fact that the L86's maximum singleplayer ammo is 420 rounds, a number divisible by the 30-round L85 mags rather than the 100-round drums found on the in-game L86, also supports this idea.&lt;br /&gt;
&lt;br /&gt;
Seeing as the L86A1 in-game features the L85 handguard, it is likely that an L85A1 model was modified into the L86A1 model seen in the final game.&lt;br /&gt;
[[File:L85A1.jpg|thumb|none|500px|L85A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:L85_HUD_MW2.jpg|thumb|none|The L86's killfeed icon from multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1333936</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1333936"/>
		<updated>2020-03-27T14:44:59Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Remington 870 MCS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players could create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand, animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle.&lt;br /&gt;
&lt;br /&gt;
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and some singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.&lt;br /&gt;
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.&lt;br /&gt;
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.&lt;br /&gt;
* All guns that fire from an open bolt have a small audio delay, which features the sound of the bolt dropping right before the actual gunshot; there is not an actual ''gameplay'' delay, however, it's purely audio.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead).&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in the alpha, but this was replaced in the beta with generic &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. It is frequently used by the enemies in-game, including Russian forces.&lt;br /&gt;
&lt;br /&gt;
It's one of the firearms available to Farah in the flashback mission &amp;quot;Captive&amp;quot;. In this mission, Farah holds the Glock 21 with a teacup grip, showing her lack of firearm experience. However, this also occurs with the Glock that she can optionally pull out during the helicopter part of &amp;quot;Into the Furnace&amp;quot;, even though she obviously acquired enough combat experience by that time.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the &amp;quot;Smart Pistol&amp;quot; from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hands, the operator releases the slide by quickly pulling it. With Sleight of Hands, they press the slide release instead. Similar animations also appear on the Desert Eagle and the P320.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; blueprint modification has a custom slide, along with the grip, trigger guard and accessory rail of an [[Arsenal Firearms Strike One]].&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The Strike One in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the Arsenal.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in the game, and is fitted with traditional [[M1911A1]] style grips. Is is simply referred to as &amp;quot;1911&amp;quot; in the HUD/loadout, though the right side of the slide actually has &amp;quot;Custom TLE RL II&amp;quot; markings. In the mission &amp;quot;Embedded&amp;quot;, Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|A Coalition operative wields the Kimber 1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Javelina&amp;quot;===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; is a blueprint modification available to owners of the Operator edition. It looks similar to an STI Tactical, but has an [[STI Costa Comp Carry]] style rectangular cutout on the left side of the slide. The &amp;quot;Obsidian Carat&amp;quot; blueprint has a similar frame to the &amp;quot;Javelina&amp;quot;, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the frame is slightly longer and taller than the real weapon (thus resulting in a longer slide), being intermediate between the compact and the full-size model. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It can also be modified with a correctly proportioned slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame. The weapon is loaded with a 17-round magazine like the full-size model, and can use 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; mission. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.&lt;br /&gt;
&lt;br /&gt;
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually an M1911 in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; Wesson while the barrel, trigger guard and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used (with the right hand); with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played.&lt;br /&gt;
&lt;br /&gt;
In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the &amp;quot;Hometown&amp;quot; flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. It is also the weapon of choice of General Barkov, who wields it during certain cutscenes. On the other hand, the game files refer the revolver to as &amp;quot;cpapa&amp;quot;; given that this game's filenames allude to the real weapon names by using the NATO phonetic alphabet, it is possible that &amp;quot;CP&amp;quot; in this case stands for [[Colt Python]], which is chambered in .357 Magnum but has different screw placements.&lt;br /&gt;
&lt;br /&gt;
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in &amp;quot;Embedded&amp;quot; can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Minotaur.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen so the issue of fired/unfired rounds is side-stepped.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; Anaconda length. Note the trigger guard and pins from the Anaconda. The end of the muzzle is clearly based on the Anaconda, however, the front sight and the lack of ventilated-rib points to Model 581 influence.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]].&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign; this is also the case for the &amp;quot;Feeling Rusty&amp;quot;, &amp;quot;Admiral's Pride&amp;quot; and &amp;quot;Sand Snake&amp;quot; blueprints in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]] and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a tactical reload; this extra step is appropriate as loading a full magazine into a real MP5 can be difficult when the bolt is closed. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison. Note that the front part of the stock isn't wooden on this version.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|The MP5SD3 with a collapsed stock, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].&lt;br /&gt;
&lt;br /&gt;
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A February 2020 update added two new attachments; one of them is an Uzi Carbine-like barrel fitted with a shroud, which was called &amp;quot;FSS Orion&amp;quot;, but was later renamed to &amp;quot;FSS Carbine Pro&amp;quot;. The other one gives the ability to use .41 AE ammunition; these were initially loaded in 25-round magazines, but a later patch increased the capacity to 32 rounds like the standard 9mm ammo.&lt;br /&gt;
&lt;br /&gt;
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission &amp;quot;Embedded.&amp;quot;&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), expect that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reoad. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position. Some attachment setups alter this &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cutout in comb) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]&lt;br /&gt;
[[File:Uzi Carbine shrouded.jpg|thumb|none|450px|Uzi semi-automatic carbine with 16&amp;quot; barrel (IMI Model A) fitted with a barrel shroud - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a barrel shroud and a railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Speed Run&amp;quot; blueprint is very similar, but features a different setup of default attachments, including &amp;quot;no stock&amp;quot;.&lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel than the real weapon, along with a H&amp;amp;K UMP-like fire control group. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/carbine version (the closest match would be the UMP-like stock seen on the &amp;quot;Undertaker&amp;quot; blueprint mentioned below).&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload. The standard magazines appropriately hold 25 rounds.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out. The charging handle drops back onto the bolt as the SMG is pointed up, as also seen with the Tavor.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles the [[Heckler &amp;amp; Koch UMP45]], noted by the rear sight, the smoother upper receiver, the magwell, and the similarly shaped stock, in addition to the already present UMP selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes. The Undertaker/UMP's trademarks (unique to the UMP) have undergone several changes through various patches. The Battlepass background image shows &amp;quot;MODEL 45&amp;quot;, but by the time the gun/blueprint was in the game this had been changed to &amp;quot;FTX-45&amp;quot;; as of the Warzone patch this was been changed again to &amp;quot;STRIKER 45&amp;quot;, making its unique trademarks nonexistent.&lt;br /&gt;
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Daniel Defense style non-folding front sight post.]]&lt;br /&gt;
[[File:MW UMP45 (2).jpg|thumb|none|600px|Right side of the UMP in Gunsmith.]]&lt;br /&gt;
[[File:MW UMP45 (3).jpg|thumb|none|600px|Drawing the UMP45 with a chamber check.]]&lt;br /&gt;
[[File:MW UMP45 (4).jpg|thumb|none|600px|Pointing the UMP at some scaffolding.]]&lt;br /&gt;
[[File:MW UMP45 (5).jpg|thumb|none|600px|Aiming through the raised sights.]]&lt;br /&gt;
[[File:MW UMP45 (6).jpg|thumb|none|600px|Reloading the UMP.]]&lt;br /&gt;
[[File:USC RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:MW USC45 (1).jpg|thumb|none|600px|A USC-like build in the Gunsmith. The short magazine is a &amp;quot;12-round Hollow Point&amp;quot; magazine that increases the damage and also converts the full-auto setting into a two-round burst.]]&lt;br /&gt;
[[File:MW USC45 (2).jpg|thumb|none|600px|Reloading via telekinesis - a weird bug occurs when setting the weapon to semi-auto, where the reload animations default to the regular-sized magazine.]]&lt;br /&gt;
[[File:MW USC45 (3).jpg|thumb|none|600px|The empty reload, as seen normally when set back to the two-shot burst setting of the short 12-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] is featured in the game. It uses a 64-round helical magazine by default, and can also use a fictional 84-round magazine.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War.&amp;quot; Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant. In the campaign, the 5.56mm AUG is the signature weapon of supporting character Hadir (though his appears in the 9mm flavor in the mission &amp;quot;Proxy War&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. The receiver was seemingly inspired by that of the Citori 725 Pro series, though the barrels lack the extended chokes seen on this version. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; adjustable stock. Although it might seem ridiculous to put a scope onto a shotgun, the 725 actually has the longest effective range out of any shotgun in the game, allowing it to practically snipe. Several nerfs have been implemented to remedy this, however it still remains deadly at such ranges a shotgun shouldn't be.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the &amp;quot;fully loaded&amp;quot; perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Tavor/SG 552 Underbarel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]] and [[SIG SG 552]] uses a different model. It appears to be a fictionalized hybrid between the KAC Masterkey and the M26 MASS. It is also fitted with what appears to be a miniature heat shield and a forend which resembles the grip from the GP underbarrel grenade launchers.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:XM26 2 highRes.jpg|thumb|none|400px|M26 MASS 12 gauge mounted on [[M16 rifle series#M4/M4A1 Carbine|M4A1 carbine]] with C-More red dot sight 5.56x45mm]]&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 Modular Accessory Shotgun System]] was added to the game in the Season 2. It is referred to as &amp;quot;VLK Rogue&amp;quot; in the loadout menu/HUD, but the actual trademarks on the gun call it &amp;quot;Mike 2-6&amp;quot;, an obvious reference to its real name.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
[[File:MW M26 MASS (1).jpg|thumb|none|600px|Gunsmith view of the M26 MASS.]]&lt;br /&gt;
[[File:MW M26 MASS (2).jpg|thumb|none|600px|The M26 on the Bazaar level.]]&lt;br /&gt;
[[File:MW M26 MASS (3).jpg|thumb|none|600px|Aiming the device.]]&lt;br /&gt;
[[File:MW M26 MASS (4).jpg|thumb|none|600px|Working the action, which sends out a spent shell.]]&lt;br /&gt;
[[File:MW M26 MASS (5).jpg|thumb|none|600px|Inserting the magazine on a partial reload. The markings on the receiver include &amp;quot;Shingletown, CA&amp;quot;. In contrast, there is a Russian &amp;quot;ОРУЖИЕ&amp;quot; (weapon) label on the rear sight.]]&lt;br /&gt;
[[File:MW M26 MASS (6).jpg|thumb|none|600px|Throwing an empty mag out of the M26, the user first pulls the bolt back.]]&lt;br /&gt;
[[File:MW M26 MASS (7).jpg|thumb|none|600px|Chambering a round from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
&lt;br /&gt;
A March 2020 update adds Dragon's Breath rounds as an ammo option alongside Slugs, as well as conversion kits to use 6-round detachable box magazines for all available ammo types.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar shotguns from previous ''Call of Duty'' games.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where the Russian armed forces have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation. The default charging animation uses the underhanded method done with the left hand, and equipping the drum mag will use an animation where the charging handle is pulled with the right hand instead.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly. The AK-74 configuration can also be achieved in multiplayer, by equipping the appropriate attachments on the &amp;quot;Revolution&amp;quot; blueprint mentioned in the following AKM section.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). It has the AK-74's 5.45mm magazine, stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the base AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. This &amp;quot;AK-12&amp;quot; configuration has different receiver markings from the aforementioned version.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the in-game AKs with stamped receivers lack the additional pin for the auto sear on the left side, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode.&lt;br /&gt;
&lt;br /&gt;
On the base AK-47 model, the the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; in the multiplayer HUD, even if it weren't modified to Krinkov length as mentioned below. This was changed in the final game, with the name remaining &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12 final.jpg|thumb|none|450px|An actual AK-12, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|Equipping the 5.45mm attachment on the &amp;quot;Revolution&amp;quot; blueprint makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel), and is fitted with the same railed handguard, along with an &amp;quot;FFS Close Quarters&amp;quot; stock attachment. The later two can be removed to give the AK its original stock and handguard. The stamped receiver/original AK barrel combination also applies to the &amp;quot;Dusk Ripper&amp;quot; blueprint added during Season 2, which also has an MPi-KMS-72 style stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot;), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor, in this case fitted with an AKS-74's folding stock.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the &amp;quot;muzzle brake&amp;quot; and the &amp;quot;FFS close quarters&amp;quot; stock resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 SC-2026.jpg|thumb|none|600px|The SC-2026C lookalike in Gunsmith. It still has wooden furniture, and is fitted with a left-side dovetail mount for optics like the base AK-47.]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|Having the &amp;quot;no stock&amp;quot; attachment on the compact carbine (as well as retaining the Krinkov muzzle) gives it an appearance reminiscent of the Arsenal SAM7K.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard), as well as a side-folding stock. This turns it into an [[AKS-74U]], though the in-game model retains the standard AK leaf sight as opposed to receiving an AKS-74U's flip-up rear sight. This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; and &amp;quot;Revolution&amp;quot; blueprints in multiplayer when combined with the 5.45mm ammunition. It is also seen on the &amp;quot;Upper Hand&amp;quot; blueprint by default, albeit with no stock.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the aforementioned blueprints with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an [[AKMSU]], yet again with an original full-size AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW2019 AKMSU.jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; blueprint set up to resemble the AKMSU with the carbine barrel, triangle skeleton stock and an AK-12-like pistol grip.]]&lt;br /&gt;
[[File:AK open.jpg|thumb|none|400px|Custom-built gold-plated AK carbine used in the film ''[[Lord of War]]'' - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint. This specific configuration is reminiscent of the custom shorty AK from ''Lord of War''.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that is manufactured by VLK like the other Russian weapons.&lt;br /&gt;
&lt;br /&gt;
Oddly, the ASh-12.7 uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the the longer-barreled [[M4A1]]. It is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, aftermarket charging handle latch and Magpul ASAP ambi sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan BCM B5 Enhanced SOPMOD buttstock, tan A2 pistol grip, tan windowed Magpul PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can also be converted to use .458 SOCOM ammunition. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The R0933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the Forge Tac markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator loads his .458 R0933 with a Magpul Angled Foregrip while on roadblock duty.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some resemblance to this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; barrel attachment (the latter having an M203 heat shield), this makes it resemble an [[M16A3]] (Colt Model 901). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-rounder magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|An M16 build made from the OG blueprint. Note the reworked carry handle, which resembles a G36's scoped carry handle with the front end cut out, and another cutout is present along the rail. The RIS mount knobs are on the right-hand side, opposite of the real version.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; Commando” attachment, this makes it resemble a [[Colt 9mm SMG]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the Model 933's forward assist and case deflector are still present. Also note that the weapon model reuses the standard bolt carrier group from the base weapon, as indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; blueprint of the R0991, which features a unique lower receiver.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with bolt release paddle nest from Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.&lt;br /&gt;
&lt;br /&gt;
It is equipped with magazines based on Magpul PMAG, a laser pointer inspired by AN/PEQ-15, and an angled foregrip based on Magpul AFG.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. The right-side bolt release on the rifle is placed so far back that it would be awkward to use. Also note the lack of gas ports or forward assist notches on the bolt carrier group, unlike the standard &amp;quot;M4&amp;quot; weapon model.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the M4 or Noveske N4 style bolt release paddle nest.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMags.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the &amp;quot;FFS 14.5&amp;quot; Tac Lite&amp;quot; barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel. This has been removed as of the Season 2 battlepass, and the XRK now uses the standard &amp;quot;FSS 14.5 Tac Lite&amp;quot; handguard.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; and &amp;quot;Code Breaker&amp;quot; blueprints convert the base FAMAS into a [[FAMAS FÉLIN|FAMAS Valorisé]] with some cosmetic modifications. &lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW2019 FAMASValorise.jpg|thumb|none|600px|The &amp;quot;Code Breaker&amp;quot; in Gunsmith, equipped with an EOtech sight and magnifier combo and vertical foregrip]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; in a preview. Note the alternate stock and receiver designs and that the weapon still uses ACR gas block and Advanced Armament Blackout Muzzle Brake, at least they are blinged up this time.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:516-P-FDE detail-R.jpg‎|thumb|450px|none|SIG-Sauer 516 Patrol FDE with Magpul PMag and MOE stock - 5.56x45mm]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, an SA58 handguard with SIG-Sauer 516 vent holes, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The pseudo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games. Note how this variant weirdly has &amp;quot;7.52 mm&amp;quot; markings on the receiver, even though the magazine correctly reads 7.62 mm.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. The &amp;quot;Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and vaguely [[CZ 805 BREN]]-like receiver.]]&lt;br /&gt;
[[File:MW Ghost SCAR Traitor.jpg|thumb|none|600px|The Season 2 loading screen of Ghost, who seems to be wielding the same rifle with a scope.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded&amp;quot; Legendary blueprint features a low-profile short rail instead of the full-length mock-G36C carry handle.	&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note the fictionalized... almost everything about the weapon, save for probably the pistol grip and fire control group, which seem to be the least altered, though they're still quite obviously not the real thing. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the latter of the two options. Though the rifle sadly doesn't get the larger carry handle assembly, the optic part of the &amp;quot;integral&amp;quot; sights are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope (seen here) is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Manufactured Under License&amp;quot; and &amp;quot;Kal. 5.56mm&amp;quot;, the latter of which correctly reflected the German caliber markings of the real weapon. However, the retail model states that it is made in Switzerland, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings. It is also marked with &amp;quot;Singuard Arms&amp;quot;, a fictional weapon manufacturer.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Tavor 7.jpg|thumb|none|425px|IWI Tavor 7 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7. The front sight, with a tiny base, is also mounted backwards.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite.&amp;quot;]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dust Trail&amp;quot; blueprint can be unlocked after the purchase of the &amp;quot;Hare Hunter&amp;quot; pack. It features a wooden stock and handguard. On the stock, receiver and handguard there are engravings in the form of flowers. It also has an optical sight, a standard 24-inch FSS barrel and the &amp;quot;Mo' Money&amp;quot; perk.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel. The &amp;quot;no stock&amp;quot; attachment normally removes the stock, but the one on the &amp;quot;Radioactive&amp;quot; blueprint gives it an AR pistol receiver extension.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is somewhat accurate, as the MCX (at least the original one) is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13.&amp;quot;]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch. This is also the case for the &amp;quot;Die Cast&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;. It features a wide latitude of customization options, including both longer and shorter barrel assemblies and replacement stocks and pistol grips.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
[[File:Minisaf1.jpg|thumb|400px|none|FAMAE Mini-SAF with picatinny rail  - 9x19mm]]&lt;br /&gt;
[[File:MW SG552 Shadowsight.jpg|thumb|none|600px|The &amp;quot;Shadowsight&amp;quot; variant with its default &amp;quot;ZLR Drifter A-08&amp;quot; barrel assembly that strongly resembles the FAMAE Mini-SAF.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “FSS 26.4&amp;quot; Archangel” attachment gives the weapon a full-size barrel, converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]], though it retains the SG 552's charging handle, and gains a custom handguard. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FFS 20.8&amp;quot; Nexus” barrel attachment turns the gun into a [[SIG SG 551]], yet again with a 552's charging handle. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (2).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle, seemingly taking cues from some anti-materiel rifles such as the Victrix Corvus and the Zastava M12 Black Spear. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard loosely inspired by Sureshot Armament Group SVD Chassis. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a skeletonized wooden thumbhole stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting the pavement with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the synthetic stock of the post-1990s military SVDs.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|450px|Post 1990s SVD with synthetic furnishings - 7.62x54mm R.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore.&amp;quot; The Sleight of Hand reloads for all three sniper rifles no longer raises the gun right in front of the user's face.]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. An interesting detail in the empty reload animation is that the player character swipes away a few unejected ammo belt links, and flips the feed tray briefly to check the chamber. In an empty Sleight of Hand reload, the player character flicks off the unejected links when putting on the new ammo belt, and doesn't check the chamber. In the campaign is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|Inspecting the feed tray, a bit like the machine guns in ''[[Squad]]''.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Standard Issue&amp;quot; blueprint is fitted with modern tactical furniture. This is also the case for the &amp;quot;Bludgeoner&amp;quot; variant added during Season 2; the latter uses HEI (high-explosive incendiary) ammunition, and is able to gib enemies.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle. Note that the rear leaf sight is attached to the dust cover by a section of picatinny rail, while in real life it is integral.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and seen in multiplayer as the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
&lt;br /&gt;
In the reload animation, the part where the player character drops out the fired round is done primarily off screen; the part is actually fully animated, and is visible in third person.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Alex dumps a spent shell out of his M203 in the mission &amp;quot;Hunting Party.&amp;quot;]]&lt;br /&gt;
[[File:MW M203 (2).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21 and the SIG SG 552, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin of of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger.&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chaingun==&lt;br /&gt;
[[M242 Bushmaster chaingun]]s are mounted and used on the Bradley IFV/&amp;quot;IAV&amp;quot; armored vehicles in the game.&lt;br /&gt;
[[File:M242 Cannon.jpg|thumb|none|450px|M242 Bushmaster Chain Gun (Current Model) - 25x137mm]]&lt;br /&gt;
[[File:MW M242 (1).jpg|thumb|none|600px|A M242 chaingun on a derelict Bradley from the &amp;quot;Euphrates River&amp;quot; multiplayer level.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|450px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
[[M4A1]] carbines are seen in promotional artwork. The deluxe preorder bonuses includes a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|601px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
An [[FN M249 SAW]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1330739</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1330739"/>
		<updated>2020-03-07T22:24:45Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* IMI Uzi */  Patched to 32.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: Modern Warfare&lt;br /&gt;
|picture=MW19-Cover.jpg&lt;br /&gt;
|caption=''Official Box Art''&lt;br /&gt;
|date=October 25, 2019&lt;br /&gt;
|developer=Infinity Ward&lt;br /&gt;
|publisher=Activision&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. Perks are now considered &amp;quot;attachments&amp;quot;, will take up a mod slot, and will only affect the weapon(s) they are applied to. &lt;br /&gt;
&lt;br /&gt;
There are also &amp;quot;Blueprint&amp;quot; customizations, which offer pre-configured weapon setups that can sometimes also contain visual changes to their base models and attachments. Players could create their own blueprints by filling all five mod slots on a weapon and saving the configuration to the Armory, though unlike pre-made blueprints, those created by the player do not have unique part models or skins - though unique blueprints can be modified and saved at the player's discretion.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive and detailed set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand, animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Player characters will often visibly retain the old magazine during a non-empty reload (an act usually skipped in Sleight of Hand reloads), and discard it during an empty reload. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle.&lt;br /&gt;
&lt;br /&gt;
Third person weapon animations are fully identical to first-person animations, with some minor loss of detail. Inactive weapons can be seen on the third person player model, either hanging off of a sling for primaries or in a holster for secondaries.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, many weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes; the [[Heckler &amp;amp; Koch MP7A2]] in-game is another good example of this as it also sports a differently shaped receiver and other components.&lt;br /&gt;
&lt;br /&gt;
Additional trivia on weapons in ''Modern Warfare'':&lt;br /&gt;
* In some multiplayer modes and some singleplayer sections, the player character will be equipped with nightvision goggles, letting them see in darkness but preventing them from aiming down sights normally (for most sight options). Using the ADS key in these case will instead result in the player character tilting the gun sideways and using infrared lasers (always automatically equipped in night scenarios) to aim.&lt;br /&gt;
* There are two flashback missions in the campaign, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience and/or fatigue from being dehydrated and starved for more than a week.&lt;br /&gt;
* Performing a melee attack without a Combat or Tactical Knife equipped will result in the player character bludgeoning the enemy with the current weapon. There are different melee animations for long firearms, pistols, and special weapons like the minigun.&lt;br /&gt;
* All guns that fire from an open bolt have a small audio delay, which features the sound of the bolt dropping right before the actual gunshot; there is not an actual ''gameplay'' delay, however, it's purely audio.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Pistols will often play a brass check animation when picked up or pulled out for the first time in a life, an animation not seen in previous ''Call of Duty'' games (which generally feature dramatic slide racks instead).&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in the alpha, but this was replaced in the beta with generic &amp;quot;.50 pistol&amp;quot; rounds.&lt;br /&gt;
&lt;br /&gt;
The Desert Eagle has a 7-round magazine capacity by default, which can be increased to 10 and 13 rounds with magazine attachments in multiplayer. The 10-round version can also be found in singleplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Royal Decree&amp;quot; blueprint can be unlocked by ranking first in a Tournament for the Gunfight mode. It features a blued finish with golden engravings for all of the chrome parts on a regular .50 GS, as well as a unique model for the Rubberized Grip Tape attachment in the form of a wooden wraparound grip panel with machined finger grooves. Unlike most blueprints, changing the grip attachment does not alter the weapon model, only the texture and where camouflages are applied. Swapping out the Rubberized Grip Tapes for any other one in that category changes the grip panel from wooden to synthetic, and allows camouflages to apply to the whole weapon model instead of just the grip area.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|none|350px|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:MW DEagle (1).jpg|thumb|none|600px|The .50 AE Desert Eagle inside a premium clothing store in Piccadilly Circus.]]&lt;br /&gt;
[[File:MW DEagle (2).jpg|thumb|none|600px|Aiming down the Desert Eagle's iron sights.]]&lt;br /&gt;
[[File:MW DEagle (3).jpg|thumb|none|600px|Performing a non-empty reload with the magnum pistol. Here one can clearly see its markings, proclaiming the Deagle to be manufactured by &amp;quot;Forge Tac Manufacturing&amp;quot;, the same company who supposedly created many of the stock and handguard attachments for other firearms in-universe.]]&lt;br /&gt;
[[File:MW DEagle (4).jpg|thumb|none|600px|Upon empty, the player character dramatically dumps out the magazine.]]&lt;br /&gt;
[[File:MW DEagle (5).jpg|thumb|none|600px|Releasing the slide after mashing in a new mag.]]&lt;br /&gt;
[[File:MW DEagle (6).jpg|thumb|none|600px|In case there weren't enough action movie tropes present, meleeing the floor reveals an empty cigarette packet.]]&lt;br /&gt;
[[File:MW DEagle (7).jpg|thumb|none|600px|Initially-equipping (which shows the safety getting disengaged) a Desert Eagle fitted with ludicrously long compensator, with yet another shorter muzzle brake on the end.]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|none|600px|A player character holds a Desert Eagle Mark XIX fitted with a compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRK Texas&amp;quot;. Is frequently used by the enemies in-game including Russian forces.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
[[File:MW Glock (1).jpg|thumb|none|600px|The Glock 21 in-game. The low, centered, and slightly tilted idle position is somewhat similar to the Smart Pistol from ''Titanfall'', a game made by former Infinity Ward members. Equipping the shoulder stock brings the pistol back into a more usual idle pose.]]&lt;br /&gt;
[[File:MW Glock (2).jpg|thumb|none|600px|Aiming down the three-dot style sights.]]&lt;br /&gt;
[[File:MW Glock (3).jpg|thumb|none|600px|Performing a mag swap with the pistol.]]&lt;br /&gt;
[[File:MW Glock (4).jpg|thumb|none|600px|Reloading the Glock from empty. Without Sleight of Hands, the operator releases the slide by quickly pulling it. With Sleight of Hands, they press the slide release instead. Similar animations also appear on the Desert Eagle and the P320.]]&lt;br /&gt;
[[File:MW Glock (5).jpg|thumb|none|600px|The acquiring animation of the G21 - the user performs a brass check.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]], indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide. These two elements are merely cosmetic, as neither the fire mode nor the caliber change during gameplay. Instead, the ADS speed is increased at the cost of a lower bullet velocity.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (1).jpg|thumb|none|600px|Previewing the G18 lookalike in Gunsmith, modified with a compensator, laser, and extended mag.]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide and a threaded barrel) turns the gun into a [[Glock 34]]. Similarly to the aforementioned Glock 18, the caliber doesn't actually change during gameplay.&lt;br /&gt;
&lt;br /&gt;
Hadir Karim, Farah's brother, is seen using the &amp;quot;Vanguard Elite&amp;quot; version in the campaign level &amp;quot;Hunting Party&amp;quot;.&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|350px|Glock 34 (3rd Generation) - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Glock Gunsmith (2).jpg|thumb|none|600px|Gunsmith preview of a Glock 34 equipped with a shoulder stock, reflex sight, and an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Urban Defiler&amp;quot;===&lt;br /&gt;
The &amp;quot;Urban Defiler&amp;quot; blueprint modification has a custom slide, along with the grip, trigger guard and accessory rail of an [[Arsenal Firearms Strike One]].&lt;br /&gt;
[[File:Arsenal Firearms Strike One Current.jpg|thumb|none|350px|Arsenal Firearms Strike One - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Strike One Gunsmith (1).jpg|thumb|none|600px|A preview of the &amp;quot;Urban Defiler&amp;quot; without its included attachments.]]&lt;br /&gt;
[[File:MW Strike One (1).jpg|thumb|none|600px|The Strike One in-game, in the bowels of a cargo ship.]]&lt;br /&gt;
[[File:MW Strike One (2).jpg|thumb|none|600px|Aiming the Arsenal.]]&lt;br /&gt;
[[File:MW Strike One (3).jpg|thumb|none|600px|Wrapping up a tactical reload, with the used magazine in hand.]]&lt;br /&gt;
[[File:MW Strike One (4).jpg|thumb|none|600px|Chambering a round on the empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in-game as the &amp;quot;1911&amp;quot;, and is fitted with traditional [[M1911A1]] style grips. In the mission &amp;quot;Embedded&amp;quot;, Alex starts out with a Kimber and later fits on a makeshift suppressor using an oil can for the later stealth sections of the mission. The &amp;quot;Riptide&amp;quot; blueprint added in Season 1 is fitted with a [[Kimber Warrior]]'s grips, and is equipped by default with the &amp;quot;1911 Stalker&amp;quot; barrel attachment mentioned below.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:MW M1911 (1).jpg|thumb|none|600px|A Coalition operative wields the Kimber M1911 in the Shoot House map.]]&lt;br /&gt;
[[File:MW M1911 (2).jpg|thumb|none|600px|Sighting in the target with the .45.]]&lt;br /&gt;
[[File:MW M1911 (3).jpg|thumb|none|600px|Changing out seven-round magazines.]]&lt;br /&gt;
[[File:MW M1911 (4).jpg|thumb|none|600px|Thumbing the slide release on empty.]]&lt;br /&gt;
[[File:MW M1911 (5).jpg|thumb|none|600px|Thumping the target reveals the orange plates do indeed react to bullets and blunt force alike.]]&lt;br /&gt;
[[File:CoD MW 1911 Oil Can.jpg|thumb|none|600px|Alex fits an oil can on his Kimber in the mission &amp;quot;Embedded&amp;quot;. Somehow an automobile oil filter has the exact matching threading to fit onto his pistol, or any weapon he could get his hand on in the mission, for that matter. This type of suppressor is also available in multiplayer, where it is just as obstructive.]]&lt;br /&gt;
[[File:MW M1911 (6).jpg|thumb|none|600px|Press-checking a customized Kimber 1911.]]&lt;br /&gt;
&lt;br /&gt;
===STI Tactical===&lt;br /&gt;
The unique &amp;quot;Javelina&amp;quot; is a blueprint modification available to owners of the Operator edition. It looks similar to an STI Tactical, but has an [[STI Costa Comp Carry]] style rectangular cutout on the left side of the slide. The &amp;quot;Obsidian Carat&amp;quot; blueprint has a similar frame to the &amp;quot;Javelina&amp;quot;, but requires the &amp;quot;1911 Stalker&amp;quot; attachment in order to match the slide as well.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical 5.0 - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide and the four underbarrel rail slots, appears under the fictional designation &amp;quot;M19&amp;quot;. SIG-Sauer offers the M17 and the M18 variants, however they do not have an M19 model.&lt;br /&gt;
&lt;br /&gt;
It has an FDE finish, and the frame is slightly longer and taller than the real weapon (thus resulting in a longer slide), being intermediate between the compact and the full-size model. It is fitted with original P320-style iron sights, and the proprietary reflex sight is removed by default, but the weapon can optionally be equipped with one of the three &amp;quot;mini reflex&amp;quot; sight options, along with other attachments. It can also be modified with a correctly proportioned slide of a full-size P320 RX via the &amp;quot;XRK L Super&amp;quot; or the &amp;quot;XRK V Extended&amp;quot; barrel attachment, while retaining the compact-style frame. The weapon is loaded with a 17-round magazine like the full-size model, and can use 21 and 32-round extended mags.&lt;br /&gt;
&lt;br /&gt;
Unique black P320s are used by Kyle Garrick and the Metropolitan Police Service in the &amp;quot;Piccadilly&amp;quot; singleplayer mission. Additionally, the P320 chambered in 150 grain .40 S&amp;amp;W is a personal favorite of Captain Price, as prepared for him by Nikolai in the &amp;quot;Old Comrades&amp;quot; mission. The P320s available to the player use military-appropriate 9mm instead, and are the weakest pistols damage-wise in multiplayer as a result. The Season 2 Operator Ghost carries an unusable black P320 in a chest holster.&lt;br /&gt;
&lt;br /&gt;
All executions which involve a pistol feature the Operator using a no-attachments P320, and not the player's equipped pistol (if any). Due to a bug, this execution-only P320 can be used when climbing ladders, however this reveals that the execution P320 is actually an M1911 in all ways except its 3D model (magazine capacity, damage, rate of fire, sound effects, and even ADS position as the sights aren't lined up, etc).&lt;br /&gt;
&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|325px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:P320 RX Full Size.jpg|thumb|none|350px|SIG-Sauer P320 RX Full Size - 9x19mm]]&lt;br /&gt;
[[File:MW P320 (1).jpg|thumb|none|600px|The &amp;quot;M19&amp;quot; in game.]]&lt;br /&gt;
[[File:MW P320 (2).jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[File:MW P320 (3).jpg|thumb|none|600px|About to reload the P320.]]&lt;br /&gt;
[[File:MW P320 (4).jpg|thumb|none|600px|Powerstroking the slide from empty.]]&lt;br /&gt;
[[File:MW P320 (5).jpg|thumb|none|600px|Drawing a P320 - as with the other pistols, the operator checks the chamber.]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
[[File:MW P230 Black.jpg|thumb|none|600px|The &amp;quot;Dirty Business&amp;quot; P320, which is the same wet model from the Piccadilly singleplayer mission, with added extended magazine and &amp;quot;lightweight trigger&amp;quot; attachments. The trigger attachment is black (and wet) matching the rest of the model, unlike the bright, shiny blue it usually is.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; Wesson while the barrel, trigger guard and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes, triggers, grips with integrated stocks, and different lengths of barrel. It can also be loaded with .38 snake shot shells, though the game itself can't seem to make up its mind about this, as the shells are referred to as both &amp;quot;snake shot&amp;quot; and &amp;quot;buckshot&amp;quot; in Gunsmith.&lt;br /&gt;
&lt;br /&gt;
By default, the &amp;quot;universal&amp;quot; revolver reloading technique is used (with the right hand); with the grip stocks attached, the revolver is reloaded with the left hand instead; with Sleight of Hand, the FBI reload technique is used. During an interrogation scene in the campaign, the player is given loose rounds for the revolver, and a special round-by-round reload animation is played.&lt;br /&gt;
&lt;br /&gt;
In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during the &amp;quot;Hometown&amp;quot; flashback mission in the campaign, which intentionally or not coincides with its Anaconda influences. It is also the weapon of choice of General Barkov, who wields it during certain cutscenes.&lt;br /&gt;
&lt;br /&gt;
The .357 cannot be suppressed in multiplayer, which reflects the fact that the design of the revolver makes it impossible to be suppressed with a muzzle-mounted suppressor. However, in Singleplayer and Special Ops, the revolver can be suppressed; in singleplayer, the hidden .357 found in &amp;quot;Embedded&amp;quot; can be suppressed with oil filters picked up in the level, and the player's own revolvers can be fitted with suppressors found in the Special Ops level Operation Crosswind.&lt;br /&gt;
&lt;br /&gt;
On launch, the .357 erroneously showed a spent casing flying backwards towards the player with each shot. This has since been patched out.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:MW 357 (1).jpg|thumb|none|600px|A .357 in multiplayer, wielded by Minotaur.]]&lt;br /&gt;
[[File:MW 357 (2).jpg|thumb|none|600px|Aiming the revolver.]]&lt;br /&gt;
[[File:MW 357 (3).jpg|thumb|none|600px|About to fire; note the hammer in full cock.]]&lt;br /&gt;
[[File:MW 357 (4).jpg|thumb|none|600px|Opening up the cylinder to reload.]]&lt;br /&gt;
[[File:MW 357 (5).jpg|thumb|none|600px|Mashing the ejector rod. Spent casings are ejected off screen so the issue of fired/unfired rounds is side-stepped.]]&lt;br /&gt;
[[File:MW 357 (6).jpg|thumb|none|600px|Sliding in a fresh speedloader of ammo.]]&lt;br /&gt;
[[File:MW 357 (7).jpg|thumb|none|600px|Meleeing with the Magnum, which shows its right side.]]&lt;br /&gt;
[[File:MW 357 (8).jpg|thumb|none|600px|About to close the cylinder on a .357 with a long barrel and wood, [[Metro 2033|Metro-like]] shoulder stock.]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|The revolver as seen in one of the trailers. Here, it is fitted with the &amp;quot;.357 Long&amp;quot; barrel attachment, which changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; Anaconda length. Note the trigger guard and pins from the Anaconda. The end of the muzzle is clearly based on the Anaconda, however, the front sight and the lack of ventilated-rib points to Model 581 influence.]]&lt;br /&gt;
[[File:CoDMW Silenced357.jpg|thumb|none|600px|The hidden revolver found in &amp;quot;Embedded&amp;quot;, fitted with an oil filter suppressor, which sounds about as silly as it appears.]]&lt;br /&gt;
[[File:CoDMW Silenced357 1.jpg|thumb|none|600px|But as with any other weapon with this type of suppressor on, you might as well forget about aiming. There are reflex sights found later on which alleviate this somewhat, but even they are still placed far too low to clear the metal cans and provide unobstructed view.]]&lt;br /&gt;
[[File:CoDMW Hometown357.jpg|thumb|none|600px|The .357 uses a different set of animations in the level &amp;quot;Hometown&amp;quot;. As the user is a very young Farah Karim, who up until then has barely wielded any firearm, her controls are clumsy and wobbly, as evident by her grip.]]&lt;br /&gt;
[[File:CoDMW Hometown357 1.jpg|thumb|none|600px|Notably, however, she uses it in single-action mode, as the double-action trigger is likely too heavy for a small child with no training to reliably pull, and thumbs the hammer after each shot as a result.]]&lt;br /&gt;
[[File:CoDMW Hometown357 2.jpg|thumb|none|600px|Young Farah lining up a shot with her revolver, or tries to, at any rate. As expected for an inexperienced child, she doesn't align the sights properly and her grip is weak, so the gun wobbles all over the place and makes the objective of shooting down the two Russians in the area a bit tough, though it is entirely possible to kill both with one shot if the player is remotely skilled, which also unlocks an achievement.]]&lt;br /&gt;
[[File:CoDMW Hometown357 3.jpg|thumb|none|600px|Reloading the .357 as Farah is largely the same as any adult character would, only with a lot more fiddling around, and with a left hand technique as opposed to the universal reload normally used on this weapon. As with the Taurus Raging Bull in ''[[Call of Duty: Ghosts]]'', the revolver in this sequence is erroneously shown as being reloadable with the hammer cocked.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK .357&amp;quot; blueprint modification is a custom black revolver with integral underbarrel rails featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]]. Equipping the &amp;quot;Silverfield Ordnance .357&amp;quot; barrel attachment of the standard .357 also gives it a barrel similar to the R8.&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
[[File:CoDMW Silenced357 2.jpg|thumb|none|600px|An XRK .357, improbably fitted with a Tactical Suppressor in the Special Ops mission Operation Crosswind.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game. Owing to its unique magazine design, the P90 cannot remain in ADS mode while reloading.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (1).jpg|thumb|none|600px|The P90 TR in-game.]]&lt;br /&gt;
[[File:MW P90 (2).jpg|thumb|none|600px|Aiming down the rail mounted irons.]]&lt;br /&gt;
&lt;br /&gt;
===FN P90===&lt;br /&gt;
The &amp;quot;FFS ring sight&amp;quot; gives the weapon an integrated reflex sight, turning it into an original [[FN P90#FN P90|FN P90]].&lt;br /&gt;
[[File:FNP90Side.jpg|thumb|none|400px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[File:MW P90 (3).jpg|thumb|none|600px|The FN P90 with its original built-in reflex sight and a partially-depleted magazine. Like ''Modern Warfare Remastered'', the translucent magazine is fully animated.]]&lt;br /&gt;
[[File:MW P90 (4).jpg|thumb|none|600px|View of the red dot.]]&lt;br /&gt;
[[File:MW P90 (5).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:MW P90 (6).jpg|thumb|none|600px|Working the P90's action.]]&lt;br /&gt;
[[File:MW P90 (7).jpg|thumb|none|600px|Thumping a hostile shipping container with the P90. The reflex sight has a slightly altered shape. The gun is also marked with &amp;quot;FORGE TAC Manufacturing USA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;, and is fitted with a top rail. By default, the weapon has a Navy trigger group and an unusable Surefire 628 flashlight-equipped handguard. However, a version with an S-E-F trigger group and an M-LOK style handguard can be found in the campaign; this is also the case for the &amp;quot;Feeling Rusty&amp;quot;, &amp;quot;Admiral's Pride&amp;quot; and &amp;quot;Sand Snake&amp;quot; blueprints in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; stock attachment retracts it. The &amp;quot;FFS Mini&amp;quot; barrel attachment gives it a barrel similar to (but longer than) that of an [[Heckler &amp;amp; Koch SP89|SP89]] and changes the HUD name to &amp;quot;[[MP5K]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Using the &amp;quot;Burst Fire&amp;quot; perk gives the MP5 a three-round burst firing mode like that of the MP5A5. It doesn't change the weapon model, however, and also replaces the default full-auto option.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:H&amp;amp;KMP5A3wSurefire628.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A3 (1).jpg|thumb|none|600px|Patrolling the Rammaza market with the MP5A3.]]&lt;br /&gt;
[[File:MW MP5A3 (2).jpg|thumb|none|600px|Aiming the SMG.]]&lt;br /&gt;
[[File:MW MP5A3 (3).jpg|thumb|none|600px|Actuating the MP5's fire selector.]]&lt;br /&gt;
[[File:MW MP5A3 (4).jpg|thumb|none|600px|Locking the bolt back on a tactical reload; this extra step is appropriate as loading a full magazine into a real MP5 can be difficult when the bolt is closed. Performing a tactical reload with Sleight of Hand however will simply swap the magazines without operating the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (5).jpg|thumb|none|600px|Swapping the partially spent magazine for a full one. The dedicated flashlight forend will change to a railed version of the tropical handguard if a foregrip is equipped.]]&lt;br /&gt;
[[File:MW MP5A3 (6).jpg|thumb|none|600px|Knocking the bolt back into battery with the old magazine still in hand.]]&lt;br /&gt;
[[File:MW MP5A3 (7).jpg|thumb|none|600px|Inserting a fresh magazine during an empty reload animation, after locking back the bolt and throwing away the empty mag.]]&lt;br /&gt;
[[File:MW MP5A3 (8).jpg|thumb|none|600px|Followed by the obligatory HK-slap to close the bolt.]]&lt;br /&gt;
[[File:MW MP5A3 (9).jpg|thumb|none|600px|Smacking the ground with the MP5's collapsible stock.]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
[[File:MW MP5 SEF (1).jpg|thumb|none|600px|About to reload an MP5 with a SEF trigger group and an M-LOK style handguard, found in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MP5K 1.jpg|thumb|none|600px|Performing a Sleight of Hand reload on the SP89/MP5K lookalike in the [[Rock, The|Gulag Showers.]]]]&lt;br /&gt;
[[File:MW MP5 Gunsmith (1).jpg|thumb|none|600px|Affixing a suppressor or a foregrip removes the handstop, and makes the kurz MP5 look a bit like a short SD variant.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Admiral's Pride&amp;quot; blueprint has a wooden stock and M-LOK handguard, along with some gold elements.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:MW MP5A2 Gunsmith (1).jpg|thumb|none|600px|An MP5A2 sporting an angled foregrip, as seen in the Gunsmith.]]&lt;br /&gt;
[[File:MP5A2 Wood.jpg|thumb|none|450px|Turkish clone of the MP5A2 with wooden furniture - 9x19mm, for comparison. Note that the front part of the stock isn't wooden on this version.]]&lt;br /&gt;
[[File:MW MP5 woodfurniture.jpg|thumb|none|600px|The &amp;quot;Admiral's Pride&amp;quot; MP5.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with the &amp;quot;Subsonic Integral Suppressor&amp;quot;, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (1).jpg|thumb|none|600px|The MP5SD3 with a collapsed stock, in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:HK-MP5SD2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW MP5SD Gunsmith (2).jpg|thumb|none|600px|A MP5SD2 with a stubby foregrip and casket magazine, as seen in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (1).jpg|thumb|none|600px|The H&amp;amp;K MP5/10 equipped with a red dot sight and collapsible stock.]]&lt;br /&gt;
[[File:MW MP5-10 Gunsmith (2).jpg|thumb|none|600px|The fixed stock MP5/10 in Gunsmith. Note the tropical/B&amp;amp;T MP5 railed handguard hybrid.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A2 Gunsmith (1).jpg|thumb|none|600px|Left side of the MP7A2 in Gunsmith, note the drastic visual differences between it and the reference image and the side folding micro stock which resembles Magpul MOE SL-K.]]&lt;br /&gt;
[[File:MW MP7A2 (1).jpg|thumb|none|600px|A vanilla MP7A2 in the Gulag showers.]]&lt;br /&gt;
[[File:MW MP7A2 (2).jpg|thumb|none|600px|Aiming. The iron sight picture is similar to the flipped-down pistol sights of the real MP7.]]&lt;br /&gt;
[[File:MW MP7A2 (3).jpg|thumb|none|600px|Flicking the fire selector lever. The in-game models portray the left side lever as the fire selector, while the right side lever is the bolt release.]]&lt;br /&gt;
[[File:MW MP7A2 (4).jpg|thumb|none|600px|Performing a reload with the MP7A2. Note the &amp;quot;FSS&amp;quot; marking, another fictional manufacturer from the game (not to be confused with the also-fictional &amp;quot;FFS&amp;quot; found in the names of many attachments).]]&lt;br /&gt;
[[File:MW MP7A2 (5).jpg|thumb|none|600px|Inserting a magazine on the full reload. The bolt release is dropped with the trigger finger; this can be seen when aiming through an offset red dot sight.]]&lt;br /&gt;
[[File:MW MP7A2 (6).jpg|thumb|none|600px|The MP7's stock attack.]]&lt;br /&gt;
[[File:MW MP7A2 (7).jpg|thumb|none|600px|The initial draw animation of the MP7, where the user quickly operates the charging handle to chamber a round.]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (1).jpg|thumb|none|600px|The &amp;quot;Piercer&amp;quot; blueprint for the MP7A2, which returns the collapsible stock albeit in a very different aesthetic resembling the Aim Sports Micro Battle Stock.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (2).jpg|thumb|none|600px|A Coalition operative wields a MP7A2 equipped with a vertical grip and a sound suppressor on the new Crash level.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (3).jpg|thumb|none|600px|The iron sights are a bit simpler than the regular variants.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (4).jpg|thumb|none|600px|About to change out 4.6mm magazines. There is a cutout between the grip panel and the base of the pistol grip that actually shows the magazines going inside the grip. Also note the modified markings, which provides the full name of &amp;quot;FSS&amp;quot;, &amp;quot;First Signal Solutions&amp;quot;.]]&lt;br /&gt;
[[File:MW MP7A2 Piercer (5).jpg|thumb|none|600px|Equipping the &amp;quot;Piercer&amp;quot; MP7.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The full-sized [[IMI Uzi]] is featured in the game, and has an accurately slow rate of fire compared to its depictions in the ''[[Call of Duty: Black Ops|Black Ops]]'' series. Its grip and handguard are depicted with fictional stippled texture instead of the proper striped pattern. The two bulges above the fire selector also have fictional shapes. The iron sights are angular and have two circular cutouts similarly to the [[Micro Uzi]].&lt;br /&gt;
&lt;br /&gt;
The default Uzi has a unique &amp;quot;first time drawing&amp;quot; animation where its collapsible stock is pulled out. Some attachment setups alter the &amp;quot;first time drawing&amp;quot; animation to the empty reload's bolt pull animation instead.&lt;br /&gt;
&lt;br /&gt;
Unlike previous games, the Uzi in ''Modern Warfare'' is correctly depicted as firing from an open bolt. During an empty reload, the magazines are swapped, the non-reciprocating charging handle is pulled and the bolt is locked in the rearward position.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;16.5&amp;quot; Factory Carbine&amp;quot; barrel attachment gives it a longer barrel, but despite the name, it isn't as long as that of an actual [[Uzi Carbine]]. A patch in February 2020 added the ability to use .41 AE ammunition in 32-round magazines.&lt;br /&gt;
&lt;br /&gt;
The Uzi is commonly used by the Al-Qatala terrorists in the campaign, as well as by the Urzikstani militia. Curiously enough, Russian forces also wield the Uzi in the mission &amp;quot;Embedded.&amp;quot;&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MicroUziPistol.jpg‎|thumb|none|300px|IMI Micro Uzi with 20-round magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi (1).jpg|thumb|none|600px|An operator wields the Uzi in-game and admires the patriotic garage doors.]]&lt;br /&gt;
[[File:MW Uzi (2).jpg|thumb|none|600px|Aiming down the sights. When optics are equipped, the Uzi gains a Picatinny rail scope mount, mounted in front of the rear sight. Likewise, using underbarrel attachments will give the Uzi a piece of underbarrel rail. Lasers are mounted on what seems to be a dedicated laser mount mounted between the bolt handle and the front sight however.]]&lt;br /&gt;
[[File:MW Uzi (3).jpg|thumb|none|600px|Reloading the Uzi with a fistful of magazines.]]&lt;br /&gt;
[[File:MW Uzi (4).jpg|thumb|none|600px|Pulling the bolt back on an empty reload. Sleight of Hand reloads are mostly the same as the normal reloads (just faster), expect that on a normal empty reload, the user gives the new loaded magazine an extra smack on the bottom before pulling the bolt, which is omitted in the Sleight of Hand empty reoad. An alternate bolt pull animation with the hand to the side instead of the top is used when some attachments are equipped.]]&lt;br /&gt;
[[File:MW Uzi (5).jpg|thumb|none|600px|Giving the brick wall a what-for with the Uzi's collapsible stock.]]&lt;br /&gt;
[[File:MW Uzi (6).jpg|thumb|none|600px|Drawing an Uzi; the player character slaps the stock to unlock it...]]&lt;br /&gt;
[[File:MW Uzi (7).jpg|thumb|none|600px|...and pulls it into position.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Uzi-3.jpg|thumb|none|450px|IMI Uzi with detachable wood buttstock (late model with cheek cut out in comb) - 9x19mm]]&lt;br /&gt;
[[File:MW Uzi Gunsmith (1).jpg|thumb|none|600px|Right side of an Uzi modified with a TangoDown Quick Detach Short Vertical Grip and wood stock as seen in Gunsmith. Note that the stock only affixes to the rear of the receiver; in reality it attaches to the bottom corner instead.]]&lt;br /&gt;
[[File:MW Uzi Freight Train.jpg|thumb|none|600px|The &amp;quot;Freight Train&amp;quot; .41 AE Uzi, which has a unique barrel shroud and railed forend.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Blowback&amp;quot;===&lt;br /&gt;
The &amp;quot;Blowback&amp;quot; blueprint modification gives it the pistol grip, trigger guard and overall aesthetic of the [[IWI Uzi Pro|Uzi Pro Pistol]] (albeit still in the form factor of the original full-size Uzi) while retaining the size and folding stock from the standard Uzi. The default Micro Uzi sights are replaced with flip up sights mounted onto short rails. The blueprint also comes with what looks like Vortex Venom red dot mounted on an Armson USA Uzi rail mount. &lt;br /&gt;
[[File:UPP9SB.jpg|thumb|none|450px|IWI Uzi Pro with stabilizing brace - 9x19mm]]&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm Parabellum]]&lt;br /&gt;
[[File:MW Uzi Blowback.jpg|thumb|none|600px|The &amp;quot;Blowback&amp;quot; Uzi blueprint, which gives it an Uzi Pro pistol stylized receiver, pistol grip and trigger guard. The standard Uzi folding stock also gets a &amp;quot;techno futuristic&amp;quot; makeover.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC SMG-45==&lt;br /&gt;
The [[LWRC SMG-45]] was added in Season 2 as the &amp;quot;Striker 45&amp;quot;. The in-game model has a shorter barrel than the real weapon, along with a H&amp;amp;K UMP-like fire control group. By default, it is fitted with a pistol brace; there are some stock customization options, though none of them have the appearance of the real SMG/carbine version (the closest match would be the UMP-like stock seen on the &amp;quot;Undertaker&amp;quot; blueprint mentioned below).&lt;br /&gt;
[[File:LWRC SMG-45 brace.jpg|thumb|none|450px|LWRC SMG-45 pistol with stabilizing brace - .45 ACP]]&lt;br /&gt;
[[File: MW SMG-45 (1).jpg|thumb|none|600px|The &amp;quot;Striker 45&amp;quot; on Rust.]]&lt;br /&gt;
[[File: MW SMG-45 (2).jpg|thumb|none|600px|Aiming the LWRC.]]&lt;br /&gt;
[[File: MW SMG-45 (3).jpg|thumb|none|600px|Working the selector lever.]]&lt;br /&gt;
[[File: MW SMG-45 (4).jpg|thumb|none|600px|Wyatt performs a non-empty reload.]]&lt;br /&gt;
[[File: MW SMG-45 (5).jpg|thumb|none|600px|Reloading while empty, note the bolt release paddle sticking out.]]&lt;br /&gt;
[[File: MW SMG-45 (6).jpg|thumb|none|600px|Sending the bolt home. The charging handle is only used in the draw animation.]]&lt;br /&gt;
[[File: MW SMG-45 (7).jpg|thumb|none|600px|Thumping a shipping container with the arm brace.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch UMP45===&lt;br /&gt;
The &amp;quot;Undertaker&amp;quot; variant of the SMG-45 resembles a [[Heckler &amp;amp; Koch UMP45]], noted by the magwell, the rear sight, and the similarly shaped stock, in addition to the already present UMP selector switch. Extended barrels and a stock customization also allow for [[Heckler &amp;amp; Koch USC]] lookalikes.&lt;br /&gt;
[[File:HK UMP Suppressed 45ACP.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 with RIS rail and suppressor - .45 ACP]]&lt;br /&gt;
[[File:MW UMP45 (1).jpg|thumb|none|600px|The UMP proper as seen in the Undertaker's preview. It still has the ambidextrous bolt release of the SMG-45, a feature the real UMP lacks. The front sight post is also replaced by that segment of RIS rail; as animations are shared with the LWRC, the UMP uses a non standard raised rear sight (folded down here) and Daniel Defense style non-folding front sight post.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[PP-19 Bizon-2]] is featured in the game with a 64-round helical magazine by default. It can use a fictional 84-round magazine.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:MW PP-19 (1).jpg|thumb|none|600px|Going out for a stroll with the PP-19 Bizon-2 on the St. Petrograd map.]]&lt;br /&gt;
[[File:MW PP-19 (2).jpg|thumb|none|600px|Looking down the Bizon's iron sights.]]&lt;br /&gt;
[[File:MW PP-19 (3).jpg|thumb|none|600px|Working the fire selector. The different positions can be seen when aiming through a canted reflex sight.]]&lt;br /&gt;
[[File:MW PP-19 (4).jpg|thumb|none|600px|Removing a partially spent magazine. On empty, the operator lets the empty magazine drop free. Unlike many other games, the reload animation actually explicitly shows the magazine release being actuated by the player character's right index finger.]]&lt;br /&gt;
[[File:MW PP-19 (5).jpg|thumb|none|600px|Locking in another helical mag. Note how the handguard has only two vent holes, as opposed to the real steel's three.]]&lt;br /&gt;
[[File:MW PP-19 (6).jpg|thumb|none|600px|Rechambering the Bizon underhand style.]]&lt;br /&gt;
[[File:MW PP-19 (7).jpg|thumb|none|600px|The operator attempts to break his SMG across a column.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (1).jpg|thumb|none|600px|A frontal view of a PP-19 equipped with a Bizon-2-01 style stock in Gunsmith. Note the completely smooth texture of the 64-round magazine, unlike real life.]]&lt;br /&gt;
[[File:MW PP-19 Gunsmith (2).jpg|thumb|none|600px|Another view of the Bizon loaded with the 84-round helical mag, which features the ribbed texture of the real Bizon-2's mag.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:MW AUG Gunsmith (1).jpg|thumb|none|600px|Right side of an AUG A3 9mm in Gunsmith. By default the AUG features a more squared-shaped buttpad similar to an [[IWI X95]], although the original low profile butt can be equipped instead.]]&lt;br /&gt;
[[File:MW AUG 9mm (1).jpg|thumb|none|600px|The AUG A3 9mm XS in-game.]]&lt;br /&gt;
[[File:MW AUG 9mm (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW AUG 9mm (3).jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:MW AUG 9mm (4).jpg|thumb|none|600px|Pushing in a new mag.]]&lt;br /&gt;
[[File:MW AUG 9mm (5).jpg|thumb|none|600px|Palming the charging handle forward.]]&lt;br /&gt;
[[File:MW AUG 9mm (6).jpg|thumb|none|600px|Racking the stock against some rocks.]]&lt;br /&gt;
[[File:MW AUG 9mm (7).jpg|thumb|none|600px|Thumbing the bolt release with Sleight of Hand.]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
[[File:MW Hadir AUG 9mm.jpg|thumb|none|600px|Hadir's AUG in the 9mm variant as seen in the mission &amp;quot;Proxy War.&amp;quot; Note the A2 style upper receiver and it appears to use the original 5.56 muzzle assembly.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition (in 30-round mags or 60-round drums, although the 42-round HBAR magazine is conspicuously absent) and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant. In the campaign, the 5.56mm AUG is the signature weapon of supporting character Hadir (though his appears in the 9mm flavor in the mission &amp;quot;Proxy War&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the 30-round mag looks like an AR-15 style magazine, while the 60-round drum is somewhat based on a Magpul D-60 PMAG. The real weapon requires a NATO stock conversion in order to accept such magazines, which isn't reflected on the in-game model, as it has a standard AUG A3 stock.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|425px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW AUG Gunsmith (2).jpg|thumb|none|600px|Previewing an AUG A3 in Gunsmith with a replacement foregrip. Note the standard-style buttpad.]]&lt;br /&gt;
[[File:Steyr AUG A3 SF.jpg|thumb|none|425px|Steyr AUG A3 SF with 16-inch barrel and Zeiss Z-Point red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW AUG (1).jpg|thumb|none|600px|An AUG A3 SF-style build in-game.]]&lt;br /&gt;
[[File:MW AUG (2).jpg|thumb|none|600px|Aiming down the classic AUG-type scope, which has much higher degree of lens distortion compared to the other scopes in the game.]]&lt;br /&gt;
[[File:MW AUG (3).jpg|thumb|none|600px|Reloading a 5.56 semi-waffled magazine.]]&lt;br /&gt;
[[File:MW AUG (4).jpg|thumb|none|600px|Clacking some rocks with the AUG's stock.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Browning Citori 725==&lt;br /&gt;
A [[Over and Under Shotgun|Browning Citori 725]] over and under shotgun with some alterations appears as the &amp;quot;725&amp;quot;. The receiver was seemingly inspired by that of the Citori 725 Pro series, though the barrels lack the extended chokes seen on this version. The ribs are low like the 725 Pro Sporting, but the forend is similar to that of the 725 Pro Trap, and the stock's recoil pad is ventilated like the latter.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Hammer&amp;quot; variant is available to players who participated in the beta and reached at least level 10.&lt;br /&gt;
[[File:Citori 725 Pro Sporting.jpg|thumb|none|450px|Browning Citori 725 Pro Sporting - 12 gauge]]&lt;br /&gt;
[[File:Citori 725 Pro Trap.jpg|thumb|none|450px|Browning Citori 725 Pro Trap - 12 gauge]]&lt;br /&gt;
[[File:MW 725 (1).jpg|thumb|none|600px|The Browning Citori 725 in-game.]]&lt;br /&gt;
[[File:MW 725 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 725 (3).jpg|thumb|none|600px|Reloading the top barrel after firing a single shot.]]&lt;br /&gt;
[[File:MW 725 (4).jpg|thumb|none|600px|Ejecting both shells, which appear to have been melded together.]]&lt;br /&gt;
[[File:MW 725 (5).jpg|thumb|none|600px|The melee animation of the 725.]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a Citori 725 outfitted with a &amp;quot;Brownlee 32mm&amp;quot; magnified scope and a &amp;quot;Chronen Ergo Precision&amp;quot; adjustable stock. Although it might seem ridiculous to put a scope onto a shotgun, the 725 actually has the longest effective range out of any shotgun in the game, allowing it to practically snipe. Several nerfs have been implemented to remedy this, however it still remains deadly at such ranges a shotgun shouldn't be.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the 725, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game, and comes with a side-mounted foregrip by default. It normally has a 9.75 inch barrel, while the &amp;quot;FORGE TAC Impaler&amp;quot; attachment gives it an 18.5 inch barrel.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|400px|Fostech Origin-12 with 9.75&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (1).jpg|thumb|none|600px|The Fostech wielded by Minotaur, as he shows off his ridiculously thick forearm.]]&lt;br /&gt;
[[File:MW Origin-12 (2).jpg|thumb|none|600px|Aiming down the tacticool iron sights.]]&lt;br /&gt;
[[File:MW Origin-12 (3).jpg|thumb|none|600px|Somehow the operator manages to wield both magazines during a reload.]]&lt;br /&gt;
[[File:MW Origin-12 (4).jpg|thumb|none|600px|The shotgun is tilted over to show the bolt being released from empty, much like in ''[[Rainbow Six: Siege]]''.]]&lt;br /&gt;
[[File:MW Origin-12 (5).jpg|thumb|none|600px|And as with the aforementioned game, the shotgun can also be used as a blunt melee weapon.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 with 18.5&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (6).jpg|thumb|none|600px|Right side of the Origin-12 with the 18.5&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
===Fostech Origin-12 SBV===&lt;br /&gt;
The &amp;quot;FORGE TAC Dart&amp;quot; attachment consists of a stabilizing arm brace, turning the weapon into an Origin-12 SBV. The in-game accessory is based on a SIGTac SB15 brace, and is inaccurately described as a stock, though this somewhat fits with the fact that the player character simply uses it as a traditional stock without making use of the brace's main purpose, nevermind the fact that the straps are missing.&lt;br /&gt;
[[File:Origin 12 SBV.jpg|thumb|none|400px|Fostech Origin-12 SBV - 12 gauge]]&lt;br /&gt;
[[File:MW Origin-12 (7).jpg|thumb|none|600px|Reloading a drum magazine into an Origin-12 SBV.]]&lt;br /&gt;
[[File:MW Origin-12 (8).jpg|thumb|none|600px|Getting a look at the arm brace with the melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for most assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; and incorrectly fires in semi-automatic mode; the pump mechanism is entirely absent in-game, replaced by a static forend. Due to it lacking any sort of reloading animations, it can achieve an inaccurate eight-round capacity through resupplying or using the &amp;quot;fully loaded&amp;quot; perk. By default, it previously spawned with a technically accurate four rounds, but this was increased to six rounds in a February 2020 patch; resupplying automatically refills the magazine tube to eight.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
[[File:MW Masterkey (1).jpg|thumb|none|600px|A view of the &amp;quot;12 Gauge Deputy&amp;quot; mounted on an M16-lookalike.]]&lt;br /&gt;
[[File:MW Masterkey (2).jpg|thumb|none|600px|The Masterkey in-use. Fortunately, it is not pointed like a UBGL anymore.]]&lt;br /&gt;
[[File:MW Masterkey (3).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the device.]]&lt;br /&gt;
&lt;br /&gt;
===Tavor/SG 552 Underbarel Shotgun===&lt;br /&gt;
The version available to the post-release [[CTAR-21|Tavor CTAR-21]] and [[SIG SG 552]] uses a different model.&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|The shotgun attached to the CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
An [[M26 Modular Accessory Shotgun System]] was seen in the Season 2 trailer; it is yet to be added to the game.&lt;br /&gt;
[[File:PEO M26 MASS Stand-alone.jpg|thumb|none|400px|Standalone version of the M26 MASS with iron sights, M4-style telescoping stock, pistol grip and 3-round magazine - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. Available attachments include a magazine tube extension, along with different barrel lengths, forends and stocks. In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;1337 Skeet&amp;quot; variant is exclusively available to owners of the Operator edition, which features a synthetic version of the traditional &amp;quot;Lockwood Precision Series&amp;quot; stock. The same stock is also available on the &amp;quot;Hush&amp;quot; variant unlocked upon reaching the officer ranks (level 57).&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:MW 870 (1).jpg|thumb|none|600px|The entry-length 870 MCS in-game.]]&lt;br /&gt;
[[File:MW 870 (2).jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[File:MW 870 (3).jpg|thumb|none|600px|Pumping after firing a shot; the spent shell can be just barely seen to the right.]]&lt;br /&gt;
[[File:MW 870 (4).jpg|thumb|none|600px|Reloading the Remington.]]&lt;br /&gt;
[[File:MW 870 (5).jpg|thumb|none|600px|Working the action after an empty reload or if the regular pumping animation is interrupted by reloading.]]&lt;br /&gt;
[[File:MW 870 (6).jpg|thumb|none|600px|The MCS style stock inspects the photogrammetry-rendered earth.]]&lt;br /&gt;
[[File:MW 870 (7).jpg|thumb|none|600px|A shorty 870 on the Shoot House level.]]&lt;br /&gt;
[[File:MW 870 (8).jpg|thumb|none|600px|Sleight of Hand-reloading a wood-furnished Remington, with a competition-like reload technique.]]&lt;br /&gt;
[[File:MW 870 (9).jpg|thumb|none|600px|A Remington 870 modified from &amp;quot;The Ejector&amp;quot; blueprint, which features a redesigned receiver and new sights.]]&lt;br /&gt;
[[File:MW 870 (10).jpg|thumb|none|600px|ADS of the different iron sights.]]&lt;br /&gt;
[[File:MW 870 (11).jpg|thumb|none|600px|Reloading a slug shell - note the TiN-finished bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. In the campaign, it only appears in the final level &amp;quot;Into the Furnace&amp;quot;, under the name &amp;quot;DP-12 Incendiary&amp;quot;, and firing self-explanatory incendiary shells. In multiplayer, it is named &amp;quot;R9-0 Shotgun&amp;quot; instead, and can fire either buckshot or slug rounds. It is equipped with Magpul MBUS PRO Steel Sights by default. The reloading animation correctly shows both magazine tubes being loaded, unlike some similar shotguns from previous ''Call of Duty'' games.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
[[File:MW DP-12 (1).jpg|thumb|none|600px|When initially acquired, the user gives the DP-12 a dramatic pump.]]&lt;br /&gt;
[[File:MW DP-12 (2).jpg|thumb|none|600px|The DP-12 in idle.]]&lt;br /&gt;
[[File:MW DP-12 (3).jpg|thumb|none|600px|Looking through the MBUS PRO Steel Sights.]]&lt;br /&gt;
[[File:MW DP-12 (4).jpg|thumb|none|600px|Cycling the shotgun after letting out two buckshot blasts.]]&lt;br /&gt;
[[File:MW DP-12 (5).jpg|thumb|none|600px|Reloading; shells are quickly loaded into the right and left tubes.]]&lt;br /&gt;
[[File:MW DP-12 (6).jpg|thumb|none|600px|One of the shotgun's melee animations.]]&lt;br /&gt;
[[File:MW DP-12 Hardhat.jpg|thumb|none|600px|The &amp;quot;Hardhat&amp;quot; DP-12 blueprint, which seems to be themed after the Nintendo NES Zapper or Super Scope light guns.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in the game, and is modeled with a proper milled dust cover, unlike past titles in the series.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of a [[PM md. 63]] style foregrip.&lt;br /&gt;
&lt;br /&gt;
Russian soldiers are seen wielding AK-47s during the flashback missions taking place in 1999 and 2009, at a time where the Russian armed forces have long switched to the AK-74/AK-74M. In the rest of the campaign set in 2019, they more sensibly use the so-called &amp;quot;AK-12&amp;quot; mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK-47 (1).jpg|thumb|none|600px|The AK-47 on the Aniyah Palace level.]]&lt;br /&gt;
[[File:MW AK-47 (2).jpg|thumb|none|600px|Aiming the Kalashnikov.]]&lt;br /&gt;
[[File:MW AK-47 (3).jpg|thumb|none|600px|Working the AK's selector.]]&lt;br /&gt;
[[File:MW AK-47 (4).jpg|thumb|none|600px|Performing a tactical reload.]]&lt;br /&gt;
[[File:MW AK-47 (5).jpg|thumb|none|600px|And the tactical empty reload. The &amp;quot;Sleight of Hand&amp;quot; uses a sped-up version of this for all reloads.]]&lt;br /&gt;
[[File:MW AK-47 (6).jpg|thumb|none|600px|Pulling the charging handle while in ADS to show a little bit more of the animation.]]&lt;br /&gt;
[[File:MW AK-47 (7).jpg|thumb|none|600px|Rapping on a wall with the wood stock.]]&lt;br /&gt;
[[File:MW AK-47 Gunsmith (1).jpg|thumb|none|600px|Previewing an AK with its unique bayonet attachment in Gunsmith. It is weirdly offset to allow for underbarrel attachments to be used.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (1).jpg|thumb|none|600px|An RPK-like build with the bipod deployed, in Gunsmith.]]&lt;br /&gt;
[[File:MW RPK Gunsmith (2).jpg|thumb|none|600px|The AK with the &amp;quot;23&amp;quot; Romanian&amp;quot; barrel assembly an a side folding stock. The 40-round extended magazine is equipped, which is based off of a polymer Bulgarian 7.62x39mm magazine.]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 in the official multiplayer trailer, equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AK-47 can be modified to use 5.45x39mm ammunition. In the singleplayer campaign, the weapon can be found in a configuration that effectively turns it into an [[AK-74]] (while retaining the AK-47 name). The telltale signs are the stamped receiver, ribbed dust cover, wooden handguard with palm swell, pistol grip, gas block, gas tube, front sight block, and muzzle brake. There is a white tape wrapped around the barrel/muzzle brake assembly. The AK-74 configuration can also be achieved in multiplayer, by equipping the appropriate attachments on the &amp;quot;Revolution&amp;quot; blueprint mentioned in the following AKM section.&lt;br /&gt;
&lt;br /&gt;
There is a version used by Russian Army soldiers in the campaign, incorrectly called an &amp;quot;[[AK-12]]&amp;quot; (although it does have the AK-12's proper pistol grip). It has the AK-74's 5.45mm magazine, stamped receiver and ribbed cover, but retains the AK-47's gas tube and barrel assembly. It is equipped with a railed handguard based on Midwest Industries AK Gen 2 M-LOK and a lightweight stock inspired by Fortis LA stock, both of which are available to the base AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively. This &amp;quot;AK-12&amp;quot; configuration has different receiver markings from the aforementioned version.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the in-game AKs with stamped receivers lack the additional pin for the auto sear on the left side, above the paddle magazine release (even though the base milled AK correctly has it); it is actually needed in order to fire in fully-automatic mode.&lt;br /&gt;
&lt;br /&gt;
On the base AK-47 model, the the 5.45mm modification changes the magazine to that of an AK-74 without altering the rest of the gun's appearance. During the alpha, the weapon in this configuration was referred to as an &amp;quot;AKS-74u&amp;quot; in the multiplayer HUD, even if it weren't modified to Krinkov length as mentioned below. This was changed in the final game, with the name remaining &amp;quot;AK-47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:AK-12 final.jpg|thumb|none|450px|An actual AK-12, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (1).jpg|thumb|none|600px|Alex wields the &amp;quot;AK-12&amp;quot; with an angled foregrip near the end of &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW AK-12 (2).jpg|thumb|none|600px|Reloading another AK earlier in the mission. All of the &amp;quot;AK-12&amp;quot; variants use an RS Regulate optics mount. According to the markings (illegible here), the faux Midwest Industries AK Gen 2 M-LOK is made under license in Belarus; also note that it lacks two pins in comparison to the real thing.]]&lt;br /&gt;
[[File:MW AK-12 (3).jpg|thumb|none|600px|An &amp;quot;AK-12&amp;quot; on the ground. Note that it does have the correct pistol grip of the AK-12/15. In contrast to the in-game model, the HUD icon depicts it with a 7.62mm magazine and a milled receiver.]]&lt;br /&gt;
[[File:MW AK-74 (1).jpg|thumb|none|600px|The world model of an AK-74-esque build, seen here in the hands of SAS trooper Thorne.]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm]]&lt;br /&gt;
[[File:MW MPi-AKS (2).jpg|thumb|none|600px|Equipping the 5.45mm attachment on the &amp;quot;Revolution&amp;quot; blueprint makes it resemble an MPi-AKS-74N.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can be found with the aforementioned AK-74 parts, while retaining the 7.62x39mm chambering; this makes it resemble an [[AKM]], though it still has the AK-74's peculiar front sight block and 90 degree gas block. Farah Karim uses this setup as her main weapon of choice, fitted with a German [[MPi-KMS-72]] style folding stock, along with a white tape wrapped around the magazine. This specific configuration was made available post-release via the &amp;quot;Revolution&amp;quot; blueprint in multiplayer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Steel Curtain&amp;quot; blueprint modification available at launch uses the aforementioned &amp;quot;AK-12&amp;quot; model (but with a 7.62x39mm magazine by default). It has the same receiver and pistol grip (combined with an original AK-47's barrel), and is fitted with the same railed handguard, along with an &amp;quot;FFS Close Quarters&amp;quot; stock attachment. The later two can be removed to give the AK its original stock and handguard.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKM Gunsmith (1).jpg|thumb|none|600px|A closeup of the AKM receiver of the &amp;quot;Steel Curtain&amp;quot; blueprint AK. Note the serial number markings bizarrely using the Latin letters &amp;quot;SN&amp;quot; on a Russian weapon. &amp;quot;ДЛЯ ВОЕННОГО ИСПОЛЬЗОВАНИЯ&amp;quot; means &amp;quot;FOR MILITARY USE&amp;quot; and is likely inspired by the &amp;quot;RESTRICTED MILITARY/GOVERNMENT LAW ENFORCEMENT/EXPORT USE ONLY&amp;quot; markings found on some US government AR receivers. The &amp;quot;ВЛК&amp;quot; inscription under the rear sight is Russian for &amp;quot;VLK&amp;quot;, a fictional Russian weapon manufacturer also found on other Russian weapons in the game; the name is also a shortened form for &amp;quot;wolf&amp;quot; in Russian (волк , ''volk''), corresponding to their wolf head logo.]]&lt;br /&gt;
[[File:MW AKM Gunsmith (2).jpg|thumb|none|600px|The &amp;quot;Steel Curtain&amp;quot; AK with some different attachments, including the triangular folding stock and a muzzle brake. Note how it still has the older AK-47's barrel assembly.]]&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch. However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
[[File:MW MPi-AKS (1).jpg|thumb|none|600px|The &amp;quot;Revolution&amp;quot; AK. It features a different muzzle device from Farah's, which has a regular AK-74 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-M1===&lt;br /&gt;
At the opposite end of the spectrum (when compared to the &amp;quot;Steel Curtain&amp;quot;), there are some AKs in the campaign found with an AK-74 style gas block, gas tube and front sight, while retaining the original AK-47 milled receiver. This configuration resembles the Bulgarian [[Arsenal AR-M1]].&lt;br /&gt;
[[File:AR-M1 7.62mm.jpg|thumb|none|450px|Arsenal AR-M1 - 7.62x39mm]]&lt;br /&gt;
[[File:MW AK (1).jpg|thumb|none|600px|An AK with the 74-style barrel assembly lying on the floor, in this case fitted with an AKS-74's folding stock.]]&lt;br /&gt;
[[File:MW AK (2).jpg|thumb|none|600px|Reloading another example with a drum magazine.]]&lt;br /&gt;
&lt;br /&gt;
===Diseños Casanave SC-2026C===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel and handguard. The combination of this attachment with the flash guard and the &amp;quot;FFS Close Quarters&amp;quot; stock resembles the Peruvian SC-2026C.&lt;br /&gt;
[[File:SC-2026C.jpg|thumb|none|400px|Diseños Casanave SC-2026C - 7.62x39mm]]&lt;br /&gt;
[[File:Arsenal SAM7K.jpg|thumb|none|375px|Arsenal SAM7K pistol - 7.62x39mm]]&lt;br /&gt;
[[File:MW SAM7K Gunsmith.jpg|thumb|none|600px|Having the &amp;quot;no stock&amp;quot; attachment on the compact carbine (as well as retaining the Krinkov muzzle) gives it an appearance reminiscent of the Bulgarian Arsenal SAM7K.]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The stamped-receiver AK-74 in singleplayer can be found modified with an 8&amp;quot; barrel (complete a Krinkov muzzle device and handguard), as well as a side-folding stock. This turns it into an [[AKS-74U]], though that the in-game model retains the standard AK leaf sight as opposed to receiving an AKS-74U's flip-up rear sight. This setup is also found on the version referred to as &amp;quot;AK-12&amp;quot;, and can be achieved on the &amp;quot;Steel Curtain&amp;quot; and &amp;quot;Revolution&amp;quot; blueprints in multiplayer when combined with the 5.45mm ammunition.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:MW AK-12 (5).jpg|thumb|none|600px|Reloading to get a good view of the receiver.]]&lt;br /&gt;
[[File:MW AK-12 (4).jpg|thumb|none|600px|The shorty AKS-74U modification on the floor, in this case fitted with the &amp;quot;FORGE TAC Ultralight&amp;quot; stock which is inspired by Fortis LA stock.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The combination of either of the two aforementioned blueprints with the “8.1&amp;quot; compact barrel” and &amp;quot;skeleton stock&amp;quot; attachments (with the 7.62mm chambering retained) turns the gun into an [[AKMSU]], yet again with an original full-size AK rear sight. &lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
[[File:MW AKMSU (1).jpg|thumb|none|600px|An AKMSU made from the &amp;quot;Revolution&amp;quot; blueprint, with the latter's peculiar stock.]]&lt;br /&gt;
[[File:MW AKMSU (2).jpg|thumb|none|600px|Reloading the AKMSU.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot;, likely an alternative reading of &amp;quot;Wōden&amp;quot;, the Old English rendition of the name of the Nordic god Odin. Oddly enough, three additional &amp;quot;factory&amp;quot; barrel lengths are available to the &amp;quot;Oden&amp;quot;, with lengths ranging from 420 to 810mm, despite the ASh-12.7 having no such option in reality, it being deliberately designed with a short barrel to facilitate use in close quarters. The markings indicate that is manufactured by VLK like the other Russian weapons.&lt;br /&gt;
&lt;br /&gt;
Oddly, the ASh-12.7 uses the M203 as its underbarrel launcher rather than than the Russian GP-25.&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:MW ASh (1).jpg|thumb|none|600px|The ASh-12.7 on the Stack small map.]]&lt;br /&gt;
[[File:MW ASh (2).jpg|thumb|none|600px|Aiming down the rather short-radius iron sights.]]&lt;br /&gt;
[[File:MW ASh (3).jpg|thumb|none|600px|Tossing an empty mag aside on the empty reload.]]&lt;br /&gt;
[[File:MW ASh (4).jpg|thumb|none|600px|Pulling the ASh's charging handle.]]&lt;br /&gt;
[[File:MW ASh (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large [[VSSK Vychlop]]-like suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] appears, inaccurately referred to as the the longer-barreled [[M4A1]]. It is equipped with a Daniel Defense RIS II handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG, aftermarket charging handle latch and Magpul ASAP ambi sling mount. Similarly to the ''Modern Warfare 2'' M4A1, the in-game rifle has some parts tan and the rest black. The base Model 933 in-game has a tan BCM B5 Enhanced SOPMOD buttstock, tan A2 pistol grip, tan windowed Magpul PMAG, a single tan KAC rail cover and partially tan KAC sights.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can also be converted to use .458 SOCOM ammunition. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension. The weapon gains an M4A1/M16A4's carrying handle with the &amp;quot;OG&amp;quot; blueprint, which is unlocked upon reaching maximum rank in multiplayer (level 156) prior to the start of the first official season.&lt;br /&gt;
&lt;br /&gt;
The weapon's model features some of the best details in the entire ''Call of Duty'' series, with articulating bolt releases, magazine releases, and selector levers. Despite this, the pin for the auto sear on the lower receiver is absent, which would in reality prevent the rifle from firing in full-auto or burst modes. The Create-a-Class menu incorrectly describes the weapon as a battle rifle.&lt;br /&gt;
&lt;br /&gt;
[[File: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;
[[File:MW Mk18 (1).jpg|thumb|none|600px|Equipping the Model 933. The user performs a brass check and then smacks the forward assist to ensure the rifle rechambers properly.]]&lt;br /&gt;
[[File:MW Mk18 (2).jpg|thumb|none|600px|The R0933 in idle.]]&lt;br /&gt;
[[File:MW Mk18 (3).jpg|thumb|none|600px|Aiming down the KAC sights.]]&lt;br /&gt;
[[File:MW Mk18 (4).jpg|thumb|none|600px|Working the AR fire selector switch.]]&lt;br /&gt;
[[File:MW Mk18 (5).jpg|thumb|none|600px|Reloading the PMags. The magazine stop is properly animated.]]&lt;br /&gt;
[[File:MW Mk18 (6).jpg|thumb|none|600px|The bolt release paddle also sticks out on empty. Detailed animations have come a long way since ''[[Call of Duty 4]]''. Note also the Forge Tac markings all over the side of the gun.]]&lt;br /&gt;
[[File:MW Mk18 (7).jpg|thumb|none|600px|Chambering the Colt Model 933 with a forceful smack.]]&lt;br /&gt;
[[File:MW Mk18 (8).jpg|thumb|none|600px|Meleeing with the carbine. Note the dark American Flag on the dust cover.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Colt 933 with an LMT M203 grenade launcher.]]&lt;br /&gt;
[[File:MW Mk18 .458 (1).jpg|thumb|none|600px|A modified Model 933 chambered in .458 SOCOM, including the &amp;quot;Purist&amp;quot; blueprint which makes the pistol grip black and uses iron sights from the XRK version.]]&lt;br /&gt;
[[File:MW Mk18 .458 (2).jpg|thumb|none|600px|A Coalition operator loads his .458 R0933 with a Magpul Angled Foregrip while on roadblock duty.]]&lt;br /&gt;
[[File:MW Mk18 .458 (3).jpg|thumb|none|600px|ADS of the different sights.]]&lt;br /&gt;
[[File:AA Beowulf Tactical.jpg|thumb|none|450px|Alexander Arms .50 Beowulf Tactical - .50 Beowulf. The &amp;quot;Calibrutal&amp;quot; blueprint has some resemblance to this weapon.]]&lt;br /&gt;
[[File:MW Calibrutal.jpg|thumb|none|600px|The &amp;quot;Calibrutal&amp;quot; AR, with a ludicrously thick barrel and muzzle device.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5&amp;quot; barrel. The front sight used is based on ARMS #41 folding front sight that maintains the same shape and silhouette as a regular triangular M16/AR-15 front sight when in use, but folds down when optics are equipped.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MK-18 Mod 0 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a Mk 18 Mod 0. Note the KAC RAS inspired handguard which once again is depicted with incorrect six vents instead of the proper seven, like in ''[[Call of Duty 4]]''.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The weapon can be fitted with the fixed buttstock of an M16. When combined with the &amp;quot;Corvus Custom Marksman&amp;quot; or the &amp;quot;Stock M16 Grenadier&amp;quot; barrel attachment (the latter having an M203 heat shield), this makes it resemble an [[M16A3]] (Colt Model 901). However, the barrel is shown with an M203 groove ahead of the front sight, like an M4 carbine. Both customization options use the same folding front sight as the Mk 18 Mod 0 described above. The &amp;quot;OG&amp;quot; Weapon Blueprint adds a slightly modified carry handle along with the &amp;quot;Stock M16 Grenadier&amp;quot; barrel and M16 stock.&lt;br /&gt;
[[File:FN M16A4.jpg|thumb|none|450px|FN-manufactured M16A4 - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|Colt M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield.]]&lt;br /&gt;
[[File:MW M16M203 (1).jpg|thumb|none|600px|The M16/M203 combo setup in-game.]]&lt;br /&gt;
[[File:MW M16A3 (1).jpg|thumb|none|600px|Smacking the forward assist on an M16A3/A4 lookalike.]]&lt;br /&gt;
[[File:MW M16A3 (2).jpg|thumb|none|600px|The auto M16 on the Gun Runner level.]]&lt;br /&gt;
[[File:MW M16A3 (3).jpg|thumb|none|600px|Reloading the Surefire MAG5-based 50-rounder magazine.]]&lt;br /&gt;
[[File:MW M16A3 (4).jpg|thumb|none|600px|Thumping the ground with the M16 stock.]]&lt;br /&gt;
[[File:MW Mock12 (1).jpg|thumb|none|600px|An M16A3 further mocked up as a [[Mk 12 Special Purpose Rifle|Mk 12 Mod 1]].]]&lt;br /&gt;
[[File:MW Mock12 (2).jpg|thumb|none|600px|Scope view of the psuedo-SPR.]]&lt;br /&gt;
[[File:MW M16 CH 1.jpg|thumb|none|600px|An M16 build made from the OG blueprint. Note the reworked carry handle, which resembles a G36's scoped carry handle with the front end cut out, and another cutout is present along the rail. The RIS mount knobs are on the right-hand side, opposite of the real version.]]&lt;br /&gt;
[[File:MW M16 CH (2).jpg|thumb|none|600px|Aiming through the sights of the waifued up &amp;quot;The Breakup&amp;quot; blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===Colt 9mm SMG===&lt;br /&gt;
The weapon can be modified to use 9x19mm ammunition. Coupled with the “FFS 11.5&amp;quot; Commando” attachment, this makes it resemble a [[Colt 9mm SMG]], though the receiver remains unchanged from the base Colt Model 933 (except for the ejection port).&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|400px|Colt 9mm SMG (aka Colt R0991) with RIS handguard and folding rear sight - 9x19mm]]&lt;br /&gt;
[[File:MW Colt 9mm (1).jpg|thumb|none|600px|A foregrip-equipped 9mm SMG in idle - note the magwell insert.]]&lt;br /&gt;
[[File:MW Colt 9mm (2).jpg|thumb|none|600px|Performing a tactical reload, a bit like the R0991 in ''[[Killing Floor 2]]''.]]&lt;br /&gt;
[[File:MW Colt 9mm (3).jpg|thumb|none|600px|Inserting a magazine on the empty reload.]]&lt;br /&gt;
[[File:MW Colt 9mm (4).jpg|thumb|none|600px|Getting a look at the altered ejection port. Note how the Model 933's forward assist and case deflector are still present. Also note that the weapon model reuses the standard bolt carrier group from the base weapon, as indicated by the gas vent holes on the BCG. 9mm AR-15 variants use either straight blowback or delayed blowback for operation, neither of which have use for vent holes and most have none.]]&lt;br /&gt;
[[File:MW Colt 9mm Oscar Mike.jpg|thumb|none|600px|The &amp;quot;Oscar Mike&amp;quot; blueprint of the R0991, which features a unique lower receiver.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; blueprint modification is available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with bolt release paddle nest from Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, a stock based on Magpul ACS, and a pistol grip based on Magpul K2/K2+ depicted without its beavertail. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.&lt;br /&gt;
&lt;br /&gt;
It is equipped with magazines based on Magpul PMAG, a laser pointer inspired by AN/PEQ-15, and an angled foregrip based on Magpul AFG.&lt;br /&gt;
&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. The right-side bolt release on the rifle is placed so far back that it would be awkward to use.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch of the &amp;quot;XRK M4&amp;quot; in the DLC trailer. Note the five grooves on the upper, which correspond to the JP Enterprises PSC-12 number-wise, and the JP Enterprises CTR-02 location-wise. Also note the M4 or Noveske N4 style bolt release paddle nest.]]&lt;br /&gt;
[[File:MW Mk18 (9).jpg|thumb|none|600px|Curiously enough, black versions of the &amp;quot;XRK M4&amp;quot; can be found from Marines in the single player campaign.]]&lt;br /&gt;
[[File:MW Mk18 (10).jpg|thumb|none|600px|Getting a good view of the carbine.]]&lt;br /&gt;
[[File:MW Mk18 (11).jpg|thumb|none|600px|Kyle finishes a reload for a close-up view. Note that this version still feeds from the default tan windowed PMags.]]&lt;br /&gt;
[[File:MW XRK M4.jpg|thumb|none|600px|Affixing the XRK M4 with the &amp;quot;FFS 14.5&amp;quot; Tac Lite&amp;quot; barrel assembly gives it a new unique forend, with what seems to be more of a 16&amp;quot; barrel.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] is featured in the game, and fires in three-round bursts by default, like in ''[[Modern Warfare 2]]''. It was referred to as &amp;quot;FR .556&amp;quot; in early revealed gameplay footage, suggesting an extremely incorrect caliber, but this was later corrected to &amp;quot;FR 5.56&amp;quot;. Like the Colt Model 933, it is incorrectly described as a battle rifle in the Create-a-Class menu.&lt;br /&gt;
&lt;br /&gt;
It is fitted with the PGMP rail mounting system, which are fitted with MFI Sig MAD iron sights. It also has an Advanced Armament Blackout Muzzle Brake by default. Strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
&lt;br /&gt;
The FAMAS has no side and underbarrel rails by default, which are fitted when relevant attachments are used. Like in the previous games, the F1 by default uses 25-round magazines with 30-round capacities. Alternate magazines options include 50-round mags and 60-round mags. The G2 variant would be more appropriate since it is STANAG-compatible with those mags.&lt;br /&gt;
&lt;br /&gt;
In the campaign, the FAMAS is used by both the friendly Urzikstani milita and by enemy Al-Qatala forces. The latter also occasionally wield FAMASes in the Spec Ops mode.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:FAMAS PGMP.jpg|thumb|none|450px|FAMAS with PGMP rail mount system - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO. Image provided to show the barrel and gas block featured on the in-game FAMAS]]&lt;br /&gt;
[[File:MW FAMAS (1).jpg|thumb|none|600px|Initially-drawing the FAMAS results in a fast brass check.]]&lt;br /&gt;
[[File:MW FAMAS (2).jpg|thumb|none|600px|The FAMAS in-game.]]&lt;br /&gt;
[[File:MW FAMAS (3).jpg|thumb|none|600px|Aiming down a new set of rail-mounted irons.]]&lt;br /&gt;
[[File:MW FAMAS (4).jpg|thumb|none|600px|Actuating the FAMAS's stock-mounted selector switch.]]&lt;br /&gt;
[[File:MW FAMAS (5).jpg|thumb|none|600px|Reloading with a fresh magazine pressed against the cheek rest. Note the steel-cased rounds, as the standard brass-cased rounds were notorious for causing malfunctions in the F1.]]&lt;br /&gt;
[[File:MW FAMAS (6).jpg|thumb|none|600px|Charging the FAMAS F1.]]&lt;br /&gt;
[[File:MW FAMAS (7).jpg|thumb|none|600px|Rapping on a orange plastic emergency barricade. Note the block between the grenade alidade sight and the charging handle, indicative of the PGMP.]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer. Notably, she fires it in full-auto, which the FAMAS is capable of in reality, but not during gameplay, as its gimmick is being a burst-fire weapon.]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail.]]&lt;br /&gt;
&lt;br /&gt;
===FAMAS Valorisé===&lt;br /&gt;
The &amp;quot;Fractured Forces&amp;quot; blueprint is included with the purchase of the &amp;quot;Executive Armory III&amp;quot; pack. It is a [[FAMAS FÉLIN|FAMAS Valorisé]] with a digital camouflage. The gas block, muzzle brake, trigger and charging handles are gilded. &lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:MW Valorisé (1).jpg|thumb|none|600px|The &amp;quot;Fractured Forces&amp;quot; in a preview. Note the alternate stock and receiver designs and that the weapon still uses ACR gas block and Advanced Armament Blackout Muzzle Brake, at least they are blinged up this time.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game. By default, it is fitted with an 18&amp;quot; barrel like the Paratrooper variant. It can be equipped with a longer barrel (albeit slightly shorter that the standard FAL's 21&amp;quot;) via the &amp;quot;XRK Marksman&amp;quot; or the inaccurately named “18.0&amp;quot; Ultralight” barrel attachment. It can also be modified with a DSA SA58's 16&amp;quot; barrel with the (also inaccurately named) “13.0&amp;quot; OSW Para” attachment. The front part of the gas block is inaccurately depicted in AK style.&lt;br /&gt;
&lt;br /&gt;
It is limited to semi-automatic fire by default, but can be changed to fire in incorrect three-round bursts with the &amp;quot;Burst&amp;quot; weapon perk.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Aristocrat&amp;quot; blueprint can be unlocked after purchasing &amp;quot;The Royal Armory II&amp;quot; pack. It features a wooden pistol grip, stock and handguard. The controls and optic mount are gilded. The dustcover is case hardened, and &amp;quot;Royal Armory&amp;quot; is inscripted on both sides. &lt;br /&gt;
The FAL is commonly used by Al-Qatala militants in the singleplayer campaign and in the Spec Ops mode.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN-LAR.jpg|thumb|none|450px|FN FAL with G1/StG 58 foreend - 7.62x51mm NATO. Image used to show the barrel &amp;amp; muzzle]]&lt;br /&gt;
[[File:Fn fal g series.jpg|thumb|none|450px|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu. The FAL has been fitted with Picatinny rails above the receiver and under the handguard.]]&lt;br /&gt;
[[File:MW FN FAL (1).jpg|thumb|none|600px|The FN FAL on the &amp;quot;Hackney Yard&amp;quot; multiplayer map. Notice that it has 5 vent holes in the handguard instead of 3.]]&lt;br /&gt;
[[File:MW FN FAL (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:MW FN FAL (3).jpg|thumb|none|600px|Performing a tactical reload with the two magazines sandwiched-together. With Sleight of Hand, the operator will flick out the old magazine with a new one, like in previous ''Call of Duty'' games.]]&lt;br /&gt;
[[File:MW FN FAL (4).jpg|thumb|none|600px|On empty, the user checks the empty chamber...]]&lt;br /&gt;
[[File:MW FN FAL (5).jpg|thumb|none|600px|...swaps the magazine...]]&lt;br /&gt;
[[File:MW FN FAL (6).jpg|thumb|none|600px|...and rechambers with the charging handle. With Sleight of Hand, the bolt release is pressed.]]&lt;br /&gt;
[[File:MW FN FAL (7).jpg|thumb|none|600px|Reloading the extended 30-round magazines on a scoped and bipod-equipped FAL.]]&lt;br /&gt;
&lt;br /&gt;
===FN FAL Paratrooper===&lt;br /&gt;
The “Factory 18&amp;quot; Aluminum Stock” attachment turns the gun into a pseudo FAL Paratrooper.&lt;br /&gt;
[[File:7.62 M964 A1 PARAFAL.jpg|thumb|none|450px|IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN FAL para.jpg|thumb|none|600px|The faux FAL Paratrooper as seen in the Gunsmith; note that the stock is IMBEL style.]]&lt;br /&gt;
&lt;br /&gt;
===DSA SA58 OSW===&lt;br /&gt;
The &amp;quot;Smooth Dominator&amp;quot; and some of the purchasable blueprints for the FAL convert the rifle into more modern DS Arms variants depending on one's configuration in Gunsmith. &lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg‎ ‎|thumb|450px|none|DSA SA58 OSW Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FAL Smooth Dominator.jpg|thumb|none|600px|The base &amp;quot;Smooth Dominator&amp;quot; FAL, which gives it a [[DSA SA58 OSW]] style receiver cover, a hybrid SA58/IMBEL IA2 handguard, a stock very loosely inspired by DS Arms Battle Rifle Stock and a Para/IMBEL style muzzle.]]&lt;br /&gt;
[[File:MW SA58 OSW Gunsmith.jpg|thumb|none|600px|The stock can be replaced with the regular side-folding variant, or choosing no option equips the regular black solid FAL stock.]]&lt;br /&gt;
[[File:MW SA58 OSW 1.jpg|thumb|none|600px|The psuedo-SA58 on Vacant.]]&lt;br /&gt;
[[File:MW SA58 OSW (2).jpg|thumb|none|600px|Using the new set of iron sights.]]&lt;br /&gt;
[[File:MW SA58 OSW (3).jpg|thumb|none|600px|Reloading with the Sleight of Hand perk, similar to the animations of previous games.]]&lt;br /&gt;
[[File:MW SA58 OSW (4).jpg|thumb|none|600px|The old magazine dropping out.]]&lt;br /&gt;
[[File:MW SA58 OSW (5).jpg|thumb|none|600px|Thumbing the bolt release tab.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot;, which referred to the civilian SCAR 17S. In an ironic reversal of the descriptions of the Colt Model 933 and the FAMAS, the SCAR-H is described as an assault rifle in the Create-a-Class. Despite having the &amp;quot;[[FN]]&amp;quot; moniker in its name, the markings identify the fictional manufacturer &amp;quot;Forge Tac Arms USA&amp;quot; as the weapon's maker instead. The &amp;quot;Traitor&amp;quot; blueprint gives it an ACR inspired stock and a rail extension loosely based on Midway Industries SCAR rail extension.&lt;br /&gt;
&lt;br /&gt;
The weapon is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW SCAR-H Gunsmith (1).jpg|thumb|none|600px|Right side of the SCAR-H as seen in the Gunsmith. Note the handguard's 3 vent holes being turned into one long slot, the reshaped magazine release, magazine baseplate and shell deflector, the modified stock design, the relocated pins, and the greatly elongated side rails.]]&lt;br /&gt;
[[File:MW SCAR-H (1).jpg|thumb|none|600px|Spawning in with the SCAR-H; the user does a chamber check.]]&lt;br /&gt;
[[File:MW SCAR-H (2).jpg|thumb|none|600px|The regular FN SCAR in-game.]]&lt;br /&gt;
[[File:MW SCAR-H (3).jpg|thumb|none|600px|Aiming; as in ''[[Call of Duty: Black Ops II|BOII]]'', the top half of the rear sight is missing, though the front sight hood is now missing as well.]]&lt;br /&gt;
[[File:MW SCAR-H (4).jpg|thumb|none|600px|Using the SCAR's fire selector.]]&lt;br /&gt;
[[File:MW SCAR-H (5).jpg|thumb|none|600px|The tactical reload; like the [[FAL]], the player character grabs both magazines with one hand while swapping them. There are several interesting things to note here:&amp;lt;br&amp;gt;&lt;br /&gt;
* Note that the elongated side rails have pushed the barrel retaining pin block further back compared to the real weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the vertical outdent on the magwell, which most AR-15 magwells have but is not present on the real FN SCAR.&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the fire selector positons, which have been rotated 45 degrees down compared to real life (this diagonal position in real life points to single-fire, but in-game it points to full-auto).&amp;lt;br&amp;gt;&lt;br /&gt;
* Note the &amp;quot;Forge Tac Arms USA&amp;quot; markings underneath the rear sight.]]&lt;br /&gt;
[[File:MW SCAR-H (6).jpg|thumb|none|600px|On empty, the operator checks the empty chamber, and then tosses out the empty magazine. The right side of the barrel retaining block is absent here; it would be floating on top the ejection port otherwise.]]&lt;br /&gt;
[[File:MW SCAR-H (7).jpg|thumb|none|600px|Thumbing the bolt release on empty.]]&lt;br /&gt;
[[File:MW SCAR Traitor.jpg|thumb|none|600px|&amp;quot;The Traitor&amp;quot; SCAR-H, note the [[Bushmaster ACR|ACR]]-like stock and vaguely [[CZ 805 BREN]]-like receiver.]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire and lacks the three-pin barrel retaining blocks.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW FN SSR Gunsmith (1).jpg|thumb|none|600px|The left side of an FN SSR build in Gunsmith.]]&lt;br /&gt;
[[File:MW FN SSR (1).jpg|thumb|none|600px|An FN SSR-lookalike in-game.]]&lt;br /&gt;
[[File:MW FN SSR (2).jpg|thumb|none|600px|Dry-reloading the accurized SCAR.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except that it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW SCAR-SC (1).jpg|thumb|none|600px|Holding the 7.62mm SCAR-SC with a C-clamp grip. The new upper features a bronze-colored shade of FDE.]]&lt;br /&gt;
[[File:MW SCAR-SC (2).jpg|thumb|none|600px|A view of the stock right at the start of a reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] was added with the &amp;quot;Season One&amp;quot; content pack. It is fitted with an HK aluminium top rail and a short barrel, and is referred to as the &amp;quot;Holger-26&amp;quot;. Almost every element of the weapon is slightly fictionalized with details that are different to real life. Most notably, the weapon lacks a magazine release paddle, and instead has an AR-15-esque ambidextrous magazine release button in place of the G36's rear magwell pin (STANAG magwell adapters for the G36 include a similar release, though it is located further forward of the pin). The bipods are also static parts of the default long handguard, and are not usable as an actual attachment in-game, making it the only LMG to lack this option.&lt;br /&gt;
&lt;br /&gt;
As in ''[[Call of Duty: Modern Warfare 3]]'', it is ostensibly set up to pass for an MG36, hence its classification as an LMG. As a result, it loads from a fictional drum magazine (two X-Products style drums joined together in the shape of a Beta C-Mag, unlike the more lifelike C-Mag available for the in-game HK433) by default, though it can use 30-round mags with the benefit of better mobility and reload speed.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded&amp;quot; Legendary blueprint features a low-profile short rail instead of the full-length mock-G36C carry handle.	&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|450px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG36 Gunsmith.jpg|thumb|none|600px|Inventory preview of the fake MG36. Note the fictionalized... almost everything about the weapon, save for probably the pistol grip and fire control group, which seem to be the least altered, though they're still quite obviously not the real thing. The large button to unlatch the folding stock is also missing here, so how it folds over in-universe is anyone's guess.]]&lt;br /&gt;
[[File:MW MG36 Gunsmith 2.jpg|thumb|none|600px|Right side, showing the asymmetrical rail mount. Yeah, the brass deflector is gone too...]]&lt;br /&gt;
[[File:MW MG36 Hold.jpg|thumb|none|600px|Idle pose of the &amp;quot;Holger-26&amp;quot;. Note the chopped down front sight.]]&lt;br /&gt;
[[File:MW MG36 Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW MG36 Reload.jpg|thumb|none|600px|Having realized the bipods are just for show and not actually usable, the Spetsnaz operator vents his anger and all of his ammo at a nearby wall, before swapping in a new X-Products/Beta C-Mag mutant 100-round drum. Note the magazine release button, the &amp;quot;Forge Tac&amp;quot; marking, and the fact that the charging handle lacks an operating rod, apparently being vertically attached directly to the bolt carrier.]]&lt;br /&gt;
[[File:MW MG36 Reload 2.jpg|thumb|none|600px|Reloading from empty necessitates the additional step of racking said charging handle.]]&lt;br /&gt;
[[File:MW MG36 Reload 3.jpg|thumb|none|600px|With Sleight of Hand, the operator simply dumps the magazine on the floor instead of manually taking it off, and skips an extra magazine slap that is performed in the normal reload after loading in the new magazine; the charging part remains unchanged. Also note the S-E-F fire control group; while the iconic H&amp;amp;K bullet pictograms are more common, German military G36s do use S-E-F markings. That said, the actual positions of the selector have been reversed, with it currently physically in the safe position, while pointing to full-auto.]]&lt;br /&gt;
[[File:MW MG36 Melee 1.jpg|thumb|none|600px|A most strictly inadvisable melee animation where the operator bashes a wall with his fragile magazine.]]&lt;br /&gt;
[[File:MW MG36 Melee 2.jpg|thumb|none|600px|Having wised up, he resorts to using the stock instead.]]&lt;br /&gt;
[[File:MW G36 4x (1).jpg|thumb|none|600px|A G36 with its scope.]]&lt;br /&gt;
[[File:MW G36 4x (2).jpg|thumb|none|600px|Looking through the magnified scope.]]&lt;br /&gt;
[[File:G36-accessory-kit.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36 with low-profile scope rail - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36 Guilded.jpg|thumb|none|600px|The &amp;quot;Gilded&amp;quot; G36 blueprint.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36KA4===&lt;br /&gt;
The &amp;quot;XRK Ultralight&amp;quot; barrel attachment turns the weapon into a [[Heckler &amp;amp; Koch G36K|G36KA4]].&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|450px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36K Gunsmith.jpg|thumb|none|600px|Inventory preview of the G36K with a flat Picatinny top...]]&lt;br /&gt;
[[File:MW G36K Gunsmith 2.jpg|thumb|none|600px|...and with an integral optic, the latter of the two options. Though the rifle sadly doesn't get the larger carry handle assembly, the optic part of the &amp;quot;integral&amp;quot; sights are ''inspired by'' the ZF 3×4° dual scopes. The reflex sight is modeled after the real lower optic, while the 4x scope (seen here) is modeled after the real upper optic; ironically, this reverses which is the scope and the reflex compared to reality.]]&lt;br /&gt;
[[File:MW G36K Hold.jpg|thumb|none|600px|Idle pose.]]&lt;br /&gt;
[[File:MW G36K Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:MW G36K Reload.jpg|thumb|none|600px|Reloading the G36K with 30-round mags. The translucent magazine is another casualty of this war, having been replaced by an opaque one somewhat similar to Magpul G36 magazines. The magazine release is pressed from the right side and visibly bends outwards towards the left during the process.]]&lt;br /&gt;
[[File:MW G36K Reload 2.jpg|thumb|none|600px|Tugging the charging handle on an empty reload.]]&lt;br /&gt;
[[File:MW G36K Reload 3.jpg|thumb|none|600px|With Sleight of Hand, mag swap is instead changed to the operator quickly replacing one with the other, and that's ''somehow'' faster than the default tactical animation. Sleight of Hand 30-round reloads, along with the normal 30-round empty reload, are the only occasions where the left-sided mag release is actually operated. Another rarity in videogames is the use of the G36's bolt release when reloaded like this; this aspect remains surprisingly faithful to the real thing, considering how much of the gun was changed for the sake of dodging copyright.]]&lt;br /&gt;
[[File:MW G36 Reddot (1).jpg|thumb|none|600px|The G36K with the proprietary reflex sight, in the hands of Yegor.]]&lt;br /&gt;
[[File:MW G36 Reddot (2).jpg|thumb|none|600px|Aiming down the reflex optic.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36C===&lt;br /&gt;
The “FTAC 8.98&amp;quot; Spitfire” attachment turns the gun into a [[Heckler &amp;amp; Koch G36C|G36C]].&lt;br /&gt;
[[File:HK G36C3 right.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C3 with an attached EOTech sight over red dot sight, vertical foregrip and laser - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW G36C.jpg|thumb|none|600px|A G36C build in Gunsmith.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;, a reference to the original trilogy's Task Force 141. The early Beta version of the in-game model was marked with &amp;quot;Tempus Armaments&amp;quot;, a fictional arms manufacturer, and &amp;quot;Kal. 5.56mm&amp;quot;, which correctly reflected the German caliber markings of the real weapon.  However, the retail model states that it is made in Switzerland, is marked with a different fictional arms manufacturer, Singuard Arms, and has English &amp;quot;Cal. 5.56mm&amp;quot; markings.&lt;br /&gt;
&lt;br /&gt;
It has an 11&amp;quot; barrel by default, but can be modified with longer barrels. They are stated to be 16.6&amp;quot; and 19.8&amp;quot;, but the in-game models are clearly shorter than this, and appear to be 12.5&amp;quot; and 14.5&amp;quot; respectively. Aside from generic attachments, the HK433 can also be fitted with a Honey Badger-esque integral suppressor in the form of the &amp;quot;Singuard Arms Whisper&amp;quot; barrel, and a 100-round Beta C-Mag, making it the only STANAG-compatible weapon other than the fake MG36 mentioned above to accept one, strangely enough. The &amp;quot;Union Black&amp;quot; blueprint gives the weapon a telescoping stock.&lt;br /&gt;
&lt;br /&gt;
With the majority of the campaign taking place in 2019, it isn't correct to see the HK433 as as standard-issue weapon, as the real gun is still in prototype stage. Plus, it anachronistically appears in the campaign level &amp;quot;Captive&amp;quot; set in 2009, used by then-Lieutenant Price, around 8 years before its real-life introduction (the [[Colt Canada C8 Carbine|Colt Canada C8 CQB]] or the [[G36C|Heckler &amp;amp; Koch G36CSF]] would be more appropriate in SAS hands). In a continuity error, Price's HK433 gains the telescoping stock of the &amp;quot;Union Black&amp;quot; blueprint in the final cutscene of &amp;quot;Captive&amp;quot;, while having a normal stock in the rest of the mission. Some characters in other missions also use the HK433 with the &amp;quot;Union Black&amp;quot; stock.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433, third prototype - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW HK433 (1).jpg|thumb|none|600px|An Allegiance operative wields the HK433 on Piccadilly Circus. By default, the player character holds the weapon with a C-clamp grip, which changes when a vertical foregrip or underbarrel weapon is attached. When using the &amp;quot;Singuard Arms Whisper&amp;quot; integrally-suppressed barrel, the operator adopts a standard weapon stance instead, though the weapon model is still tilted to the left as usual.]]&lt;br /&gt;
[[File:MW HK433 (2).jpg|thumb|none|600px|Aiming down the 433's sights.]]&lt;br /&gt;
[[File:MW HK433 (3).jpg|thumb|none|600px|Performing a tactical reload. Note the &amp;quot;Cal 5.56mm&amp;quot;, &amp;quot;Singuard Arms&amp;quot;, and &amp;quot;Manufactured in Switzerland&amp;quot; markings.]]&lt;br /&gt;
[[File:MW HK433 (4).jpg|thumb|none|600px|Pulling the HK's charging handle on a dry reload.]]&lt;br /&gt;
[[File:MW HK433 (5).jpg|thumb|none|600px|Thumbing the bolt release on the Sleight of Hand empty reload on an HK433 adorned with a British DPM inspired camouflage.]]&lt;br /&gt;
[[File:MW HK433 (6).jpg|thumb|none|600px|Reloading the 433 with a C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (7).jpg|thumb|none|600px|Working the bolt release in a manner similar to the &amp;quot;M27 IAR&amp;quot; from ''[[Call of Duty: Ghosts]]'', as seen with the combination of Sleight of Hand and the Beta C-Mag.]]&lt;br /&gt;
[[File:MW HK433 (8).jpg|thumb|none|600px|The draw animation of the HK433. Note the lack of a windage adjustment knob on the EOTech, presumably a redesign due to avoiding copyright issues.]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. His L-3 GPNVG-18 panoramic night-vision goggles are also somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor CTAR-21==&lt;br /&gt;
A [[CTAR-21|Tavor CTAR-21]] with some alterations from the Tavor 7 and the AUG series was added with the &amp;quot;Season One&amp;quot; content pack, under the name &amp;quot;RAM-7&amp;quot;. Like some other weapons in the game, its profile was altered quite drastically to skirt around trademarks, resulting in a very boxy receiver with a straight-line flattop. It has two extended barrel options that also equip it with extended handguards, as well as a short 13.5&amp;quot; barrel option (almost close to an IWI X95's 13&amp;quot; barrel) inside the default handguard. The fictional &amp;quot;RAM-7&amp;quot; designation appears to be an allusion to the Tavor 7.&lt;br /&gt;
&lt;br /&gt;
The CTAR-21 can be modified to incorrectly fire in 3-round bursts with the &amp;quot;Burst&amp;quot; perk.&lt;br /&gt;
[[File:CTAR Flattop.jpg|thumb|none|425px|IWI Tavor CTAR-21 with flat top - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW TAR21 Gunsmith.jpg|thumb|none|600px|Inventory preview of the CTAR-21. Note the Steyr AUG-type crossbolt safety that's ostensibly meant to work as a fire selector. This is especially odd considering the TAR-21 up until the X95 uses a dial-type selector instead. The weapon also has an AUG-style trigger. The two horizontal vents are from the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Hold.jpg|thumb|none|600px|Idle pose of the CTAR-21. Note the continuous top rail which is inspired either by the Flat Top variant or the Tavor 7.]]&lt;br /&gt;
[[File:MW TAR21 Aim.jpg|thumb|none|600px|Iron sights. These are very open and clear.]]&lt;br /&gt;
[[File:MW TAR21 Reload.jpg|thumb|none|600px|Performing a magazine change with the CTAR-21. The weird crossbolt safety is plainly visible in this shot.]]&lt;br /&gt;
[[File:MW TAR21 Reload 3.jpg|thumb|none|600px|Racking the comma-shaped charging handle. The charging handle on a real TAR-21 is more cylindrical instead.]]&lt;br /&gt;
[[File:MW TAR21 Reload 2.jpg|thumb|none|600px|With Sleight of Hand, the operator will quickly hit the mag release with the heel of his hand, slot in a new mag, then thumb the bolt release to chamber in one swift motion. The charging handle slides down onto the locked-back bolt as the user tilts the Tavor upwards; however, it stays forward if one maintains ADS while empty Sleight of Hand reloading.]]&lt;br /&gt;
[[File:MW TAR21 Melee.jpg|thumb|none|600px|Melee bashing with the CTAR-21 looks more like the operator is gifting his gun to the enemy, or at the very least desperately trying to throw it away from him.]]&lt;br /&gt;
[[File:MW TAR21 Melee 2.jpg|thumb|none|600px|The Spetsnaz operator demonstrates an alternate melee animation by thumping on a pickup truck with the stock of his CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
===IWI Tavor TAR-21===&lt;br /&gt;
The &amp;quot;FORGE TAC Eclipse&amp;quot; barrel attachment turns the gun into a full-sized [[TAR-21]], with an extended handguard.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:MW TAR21 Corrupter.jpg|thumb|none|600px|The &amp;quot;Corrupter&amp;quot; TAR-21, which also features an even further-stylized chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, classed as a marksman rifle rather than a sniper rifle due to using iron sights by default. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass - in the campaign story, the allied Urzikstani militia often wield both infantry and scoped K98ks. &lt;br /&gt;
&lt;br /&gt;
Unlike the majority of previous games, the full five-round stripper clip is not used for all reloads irrespective of the rounds remaining in the magazine. The new partial reload animation shows the player character partially pushing down a stripper clip and removing it after only loading three rounds on the clip. The full five-round clip is only used in the empty reload. When the &amp;quot;Sniper Scope&amp;quot; is attached, the regular reloads using a stripper clip are replaced by loading round-by-round (where the correct amount of rounds are always loaded).&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (1).jpg|thumb|none|600px|An Allegiance soldier patrols an old farm with his vintage Kar98k.]]&lt;br /&gt;
[[File:MW Kar98k (2).jpg|thumb|none|600px|Looking through the rifle's iron sights.]]&lt;br /&gt;
[[File:MW Kar98k (3).jpg|thumb|none|600px|Working the bolt after a shot. An ejected casing is present, but appears in a split second. Note a few inaccuracies with the bolt. The animation doesn't show the player character rotating the bolt as far as it would need to in real life to cycle, the extractor claw is rotating with the bolt when it shouldn't, and there appears to be no locking lugs modeled on the bolt itself.]]&lt;br /&gt;
[[File:MW Kar98k (4).jpg|thumb|none|600px|Removing a stripper clip with two rounds left on the partial reload.]]&lt;br /&gt;
[[File:MW Kar98k (5).jpg|thumb|none|600px|Loading the K98k's magazine from empty.]]&lt;br /&gt;
[[File:MW Kar98k (6).jpg|thumb|none|600px|The empty clip is knocked out by chambering the first round.]]&lt;br /&gt;
[[File:MW Kar98k (7).jpg|thumb|none|600px|When initially equipped, the distinctive Mauser flag-style safety is disengaged, as shown here by Alex in the singleplayer story.]]&lt;br /&gt;
[[File:Mauser g98 Sniper.jpg|thumb|none|450px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:MW Kar98k (8).jpg|thumb|none|600px|Holding a Karabiner 98k sniper rifle on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW Kar98k (9).jpg|thumb|none|600px|Scanning the skies for enemy aircraft.]]&lt;br /&gt;
[[File:MW Kar98k (10).jpg|thumb|none|600px|Reloading the scoped K98k with individual rounds.]]&lt;br /&gt;
[[File:MW Kar98k (11).jpg|thumb|none|600px|The stock attack of the Karabiner.]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as an &amp;quot;EBR-14&amp;quot;, though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Nevertheless, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. It has a shorter 18&amp;quot; barrel by default (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
&lt;br /&gt;
The M14 appears to be Alex's signature weapon in the singleplayer campaign; appearing in the Sage EBR chassis in pre-rendered cutscenes and in an Archangel style stock during segments where Alex is a supporting NPC. &lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 (1).jpg|thumb|none|600px|An operator watches the helicopter that dropped him off fly away, M14 in-hand.]]&lt;br /&gt;
[[File:MW M14 (2).jpg|thumb|none|600px|Aiming down the battle rifle's sights. Note the &amp;quot;Forge Tac&amp;quot; markings.]]&lt;br /&gt;
[[File:MW M14 (3).jpg|thumb|none|600px|Reloading a 10-shot magazine.]]&lt;br /&gt;
[[File:MW M14 (4).jpg|thumb|none|600px|Knocking an empty one free. With Sleight of Hand, a fresh mag is grabbed first and knocks out the spent one, similar to the animation in [[Medal of Honor: Warfighter]].]]&lt;br /&gt;
[[File:MW M14 (5).jpg|thumb|none|600px|Pulling the bolt handle to rechamber the rifle. Again, with Sleight of Hand, the character pulls the bolt with their left hand from underneath the M14.]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (1).jpg|thumb|none|600px|A customized M14 in Gunsmith with the &amp;quot;FFS Raider Chassis Elite.&amp;quot;]]&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW M14 Gunsmith (2).jpg|thumb|none|600px|Another customization with the &amp;quot;FFS Raider Chassis Pro&amp;quot;.]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|450px|M1A with JAE-100 G3 stock - .308 Winchester]]&lt;br /&gt;
[[File:MW M14 Gunsmith (3).jpg|thumb|none|600px|Lastly, the &amp;quot;FTAC Lightweight Stock&amp;quot; resembles a hybrid of an Archangel chassis and Magpul's Remington 700 stock. Some blueprints also use this stock without the cheek riser comb.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (1).jpg|thumb|none|600px|The &amp;quot;Stay Frosty&amp;quot; M14 blueprint in-game. Some variants of the M14 replace the receiver with a fictitious version, most apparent with the replacement rear sight.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (2).jpg|thumb|none|600px|A view through the different sight picture.]]&lt;br /&gt;
[[File:MW M14 JAE-100 (3).jpg|thumb|none|600px|The JAE-100 M14, [[Call of Duty 4: Modern Warfare|All Ghillied Up]].]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class. It operates similarly to the Remington 870 MCS and the Karabiner 98k in-game; the lever action is worked after a reload if the rifle is empty or if the cycling animation was interrupted by a reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Dust Trail&amp;quot; blueprint can be unlocked after the purchase of the &amp;quot;Hare Hunter&amp;quot; pack. It features a wooden stock and handguard. On the stock, receiver and handguard there are engravings in the form of flowers. It also has an optical sight, a standard 24-inch FSS barrel and the &amp;quot;Mo' Money&amp;quot; perk.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:MW Marlin (1).jpg|thumb|none|600px|Spetsnaz operative Rodion wields the Marlin M1895 on the Speedball map.]]&lt;br /&gt;
[[File:MW Marlin (2).jpg|thumb|none|600px|Aiming the repeater.]]&lt;br /&gt;
[[File:MW Marlin (3).jpg|thumb|none|600px|Cycling the action after putting a .45-sized hole in the wall. The hammer will erroneously stay cocked on an empty reload or if the cycling action gets interrupted.]]&lt;br /&gt;
[[File:MW Marlin (4).jpg|thumb|none|600px|Loading the Marlin round-by-round.]]&lt;br /&gt;
[[File:MW Marlin (5).jpg|thumb|none|600px|Stock attack of the M1895. Note the bronze loading gate and lever hinge plate.]]&lt;br /&gt;
[[File:MW Marlin (6).jpg|thumb|none|600px|SAS operator Charly wields a suppressed, scoped .45-70.]]&lt;br /&gt;
[[File:MW Marlin (7).jpg|thumb|none|600px|A look down the optic.]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a 1P29 Russian optical sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px|The Marlin as seen in one of the trailers.]]&lt;br /&gt;
[[File:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[File:MW Marlin brownwood.jpg|thumb|none|600px|The &amp;quot;Dust Trail&amp;quot; Marlin.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;, fitted with an 11.5&amp;quot; barrel by default. It is equipped with a rear sight based on the A.R.M.S. #40L, a front sight based on the PRI flip-up, and a strip of underbarrel rails. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
&lt;br /&gt;
The weapon is chambered in 5.56x45mm by default, but can be converted to use .300 Blackout ammunition. The &amp;quot;Tempus Mini&amp;quot; barrel attachment shortens the barrel to approximately 8 inches (a non-existent length for the MCX series). The &amp;quot;Tempus Cyclone&amp;quot; gives it an integral suppressor affixed to a 6.75&amp;quot; barrel (inside the default 10&amp;quot; handguard). The &amp;quot;Tempus Marksman&amp;quot; attachment is described as increasing the barrel length to 16 inches (which would make it a VIRTUS Patrol), though the in-game model is slightly shorter, somewhere between an MCX SBR's 14.5&amp;quot; barrel and an MCX Patrol's 16&amp;quot; barrel.&lt;br /&gt;
&lt;br /&gt;
As with the Colt Model 933, the lower receiver lacks the pin for the auto sear above the selector switch, which would be required in order to fire in full-auto as shown in-game.&lt;br /&gt;
&lt;br /&gt;
A short barreled, semi-automatic only &amp;quot;M13&amp;quot; is used by Kyle Garrick during the &amp;quot;Clean House&amp;quot; and &amp;quot;The Wolf's Den&amp;quot; single player missions. Its usage in the former mission is actually highly accurate as the MCX is used by the real world SCO19.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW MCX Gunsmith.jpg|thumb|none|600px|Gunsmith preview of the &amp;quot;M13.&amp;quot;]]&lt;br /&gt;
[[File:MW MCX (1).jpg|thumb|none|600px|Like the HK433, the MCX is held with a C-clamp grip by default.]]&lt;br /&gt;
[[File:MW MCX (2).jpg|thumb|none|600px|Aiming down the iron sights. Note that they are based on A.R.M.S. #40L and PRI flip up sights, a setup last seen on the M4A1 in ''Modern Warfare 2''. Also note the fictional &amp;quot;SOLOZERO Optics&amp;quot; manufacturer.]]&lt;br /&gt;
[[File:MW MCX (3).jpg|thumb|none|600px|Flicking the fire selector.]]&lt;br /&gt;
[[File:MW MCX (4).jpg|thumb|none|600px|Reloading with two translucent magazines.]]&lt;br /&gt;
[[File:MW MCX (5).jpg|thumb|none|600px|Tossing out an empty one.]]&lt;br /&gt;
[[File:MW MCX (6).jpg|thumb|none|600px|Tabbing in the bolt release.]]&lt;br /&gt;
[[File:MW MCX (7).jpg|thumb|none|600px|Melee animation of the SIG MCX; note the brass marks on the deflector.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip.]]&lt;br /&gt;
[[File:MW MCX .300BLK (1).jpg|thumb|none|600px|A .300 Blackout SIG MCX as seen in Gunsmith, equipped with a different pattern stock, which is based on a SIG MPX/MCX thin side-folding stock, and the &amp;quot;Marksman&amp;quot; barrel.]]&lt;br /&gt;
[[File:MW MCX .300BLK (2).jpg|thumb|none|600px|Reloading an intergrally suppressed .300 MCX equipped with a Leupold HAMR sight. Note the &amp;quot;Tempus Armament Inc&amp;quot; &amp;quot;Glendale CA USA&amp;quot; markings on the lower receiver.]]&lt;br /&gt;
[[File:MW MCX Short Stuff.jpg|thumb|none|600px|The &amp;quot;Short Stuff&amp;quot; MCX, which has the ejection port of a [[SIG-Sauer MPX]] modeled on the left side of the receiver for some reason, along with an MPX's steel insert next to the bolt catch.]]&lt;br /&gt;
[[File:MW MPX Triplets.jpg|thumb|none|572px|The same short carbine as seen prior in the Triplets calling card.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] was added in Season 2 as the &amp;quot;Grau 5.56&amp;quot;.&lt;br /&gt;
[[File:SIG SG 552 Rail.jpg|thumb|none|450px|SIG SG 552 with scope rail attached - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG552 Gunsmith.jpg|thumb|none|600px|Side profile of the SIG SG 552 as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG552 (1).jpg|thumb|none|600px|Spetsnaz operator Bale wields the SG 552 on hallowed ground.]]&lt;br /&gt;
[[File:MW SG552 (2).jpg|thumb|none|600px|Aiming down the carbine's sights.]]&lt;br /&gt;
[[File:MW SG552 (3).jpg|thumb|none|600px|Working the SIG's fire selector.]]&lt;br /&gt;
[[File:MW SG552 (4).jpg|thumb|none|600px|Performing an L-shaped reload. Note the flatter shape of the forend's vent holes, and as with the G36, the magazines are opaque.]]&lt;br /&gt;
[[File:MW SG552 (5).jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
[[File:MW SG552 (6).jpg|thumb|none|600px|Charging the 552 similar to an AK. The bolt release is used with Sleight of Hand.]]&lt;br /&gt;
[[File:MW SG552 (7).jpg|thumb|none|600px|Melee-ing with the stock.]]&lt;br /&gt;
[[File:MW SG552 (8).jpg|thumb|none|600px|The initial equip animation shows the SIG being chambered by dropping the bolt catch. Note that the character's hands have yet to render in.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 550===&lt;br /&gt;
The “FSS 26.4&amp;quot; Archangel” attachment gives the weapon a full-size barrel, converting it into a [[SIG SG 550#SIG SG 550|SIG SG 550]], though it retains the SG 552's charging handle, and gains a custom handguard. Additionally, combining this with the sniper scope, the &amp;quot;FSS Blackjack&amp;quot; stock and the &amp;quot;Cronen Sniper Elite&amp;quot; pistol grip makes it resemble the [[SIG SG 550 SR|SG 550 SR]] variant (albeit with a standard SG 550 barrel).&lt;br /&gt;
[[File:SIG550.jpg|thumb|none|450px|SIG SG 550 with proprietary bipod - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (1).jpg|thumb|none|600px|An SG 550 build modeled by Wyatt.]]&lt;br /&gt;
[[File:MW SG550 (2).jpg|thumb|none|600px|Reloading the 550 in-game.]]&lt;br /&gt;
[[File:MW SG550 (3).jpg|thumb|none|600px|Aiming with the unhooded front sight post.]]&lt;br /&gt;
[[File:SIG 550-1.jpg|thumb|none|450px|SIG SG 550-1 (sniper variant) - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG550 (4).jpg|thumb|none|600px|The SG 550 SR-like build.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 551===&lt;br /&gt;
The “FFS 20.8&amp;quot; Nexus” barrel attachment turns the gun into a [[SIG SG 551]], yet again with a 552's charging handle. The handguard also includes an (unusable) integrated bipod, a feature of the full-length SG 550.&lt;br /&gt;
[[File:SG 551 LB.jpg|thumb|none|450px|SIG SG 551 LB - 5.56x45mm]]&lt;br /&gt;
[[File:MW SG551 (1).jpg|thumb|none|600px|The SG 551 carbine as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW SG551 (2).jpg|thumb|none|600px|An SG 551 inside the Atlas Superstore.]]&lt;br /&gt;
[[File:MW SG 551(3).jpg|thumb|none|600px|Thumbing the bolt release as seen with Sleight of Hand.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
[[File:MW AX50 (1).jpg|thumb|none|600px|Getting a good look over the Euphrates Bridge level with the AI AX50.]]&lt;br /&gt;
[[File:MW AX50 (2).jpg|thumb|none|600px|Aiming with the scope.]]&lt;br /&gt;
[[File:MW AX50 (3).jpg|thumb|none|600px|Ejecting a spent .50 cartridge.]]&lt;br /&gt;
[[File:MW AX50 (4).jpg|thumb|none|600px|Reloading involves waving the behemoth of a rifle skyward and flicking out the magazine with the trigger finger.]]&lt;br /&gt;
[[File:MW AX50 (5).jpg|thumb|none|600px|Putting a new one in.]]&lt;br /&gt;
[[File:MW AX50 (6).jpg|thumb|none|600px|Butt-stroking with the AX50.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot;, named after the campaign character Hadir Karim, is a fictional bolt-action sniper rifle, seemingly taking cues from some anti-materiel rifles such as the Victrix Corvus and the Zastava M12 Black Spear. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard loosely inspired by Sureshot Armament Group SVD Chassis. Markings on the gun reveal that is made by VLK, a fictional Russian gun manufacturer. &lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a skeletonized wooden thumbhole stock is available for use in the campaign. It is revealed to have been custom-made by Hadir, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. In the campaign, the sniper rifle is equipped with two scopes that line up and function as one. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described as using 12.7x108mm ammunition.&lt;br /&gt;
&lt;br /&gt;
A unique &amp;quot;Grassy Knoll&amp;quot; variant is available exclusively to owners of at least the Operator Edition of the game. Additionally, the aforementioned campaign model was added to multiplayer as a blueprint called &amp;quot;Hadir's Right Hand&amp;quot;.&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW HDR (1).jpg|thumb|none|600px|Initially drawing the &amp;quot;HDR&amp;quot; - the user visibly chambers the first round. Alex has a much more elaborate animation when he first picks up Hadir's Sniper Rifle in the campaign.]]&lt;br /&gt;
[[File:MW HDR (2).jpg|thumb|none|600px|The basic &amp;quot;HDR&amp;quot; in game.]]&lt;br /&gt;
[[File:MW HDR (3).jpg|thumb|none|600px|View through the sniper scope.]]&lt;br /&gt;
[[File:MW HDR (4).jpg|thumb|none|600px|Working the bolt after firing a shot.]]&lt;br /&gt;
[[File:MW HDR (5).jpg|thumb|none|600px|Reloading the rifle's magazine.]]&lt;br /&gt;
[[File:MW HDR (6).jpg|thumb|none|600px|Hitting the pavement with the weapon's stock.]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot; in the multiplayer trailer.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category. Interestingly, the Dragunov's empty reload with Sleight of Hand has the user flicking out the old magazine with a new one, much like the AK's empty reload.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the commercial &amp;quot;Tiger Carbine&amp;quot;.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:MW SVD (1).jpg|thumb|none|600px|The SVD in-game, on the &amp;quot;Euphrates Bridge&amp;quot; level.]]&lt;br /&gt;
[[File:MW SVD (2).jpg|thumb|none|600px|View through the PSO-1 scope.]]&lt;br /&gt;
[[File:MW SVD (3).jpg|thumb|none|600px|Reloading the Dragunov, the mag change is now done with the left hand unlike in previous games.]]&lt;br /&gt;
[[File:MW SVD (4).jpg|thumb|none|600px|Releasing the bolt; it also appropriately locks back on empty now.]]&lt;br /&gt;
[[File:MW SVD (5).jpg|thumb|none|600px|Stock attack of the SVD.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (1).jpg|thumb|none|600px|A short barreled Dragnov with the SVDS stock as seen in Gunsmith.]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Commercial &amp;quot;Tiger Carbine&amp;quot; (aka &amp;quot;Dragunov Tiger&amp;quot;) version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R. More recent Tiger versions have a completely smooth receiver cover.]]&lt;br /&gt;
[[File:MW SVD Gunsmith (2).jpg|thumb|none|600px|The SVD with a synthetic stock, Variable-Zoom scope, and an extended 20-round magazine.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (1).jpg|thumb|none|600px|A preview of the &amp;quot;Plague Sore&amp;quot; Dragunov blueprint. It appears to be based on the Sureshot Armament Group SVD Chassis, along with an AR stock adapter, an AK-12 pistol grip and a different gas block.]]&lt;br /&gt;
[[File:MW SVD Plague Sore (2).jpg|thumb|none|600px|Right side of the modernized SVD.]]&lt;br /&gt;
[[File:MW SVD (6).jpg|thumb|none|600px|Performing a Sleight of Hand empty reload with the &amp;quot;Plague Sore.&amp;quot;]]&lt;br /&gt;
[[File:MW SVD (7).jpg|thumb|none|600px|The rechambering animation is now performed in an underhand style.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A handheld [[Dillon Aero M134 Minigun]] appears as the Juggernaut killstreak's primary weapon in multiplayer. It is also found in the last mission of the campaign and in Special Ops.&lt;br /&gt;
&lt;br /&gt;
A static sentry gun version mounted on a tripod appears as the Sentry Gun killstreak in multiplayer.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;. An interesting detail in the empty reload animation is that the player character swipes away a few unejected ammo belt links, and flips the feed tray briefly to check the chamber. In an empty Sleight of Hand reload, the player character flicks off the unejected links when putting on the new ammo belt, and doesn't check the chamber. In the campaign is used mainly by US Marines instead of the more appropriate [[M240]].&lt;br /&gt;
&lt;br /&gt;
Some of the blueprints available for the &amp;quot;M91&amp;quot; heavily modify the MG5's appearance with elements of the [[Knight's Armament Stoner LMG|Knight's Armament LAMG]]. The extended 150-round belt box is also shaped on the LAMG's hexagonal belt container.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MW MG5 (1).jpg|thumb|none|600px|Drawing the H&amp;amp;K MG5 with the aid of the carry handle.]]&lt;br /&gt;
[[File:MW MG5 (2).jpg|thumb|none|600px|Holding the MG5 on a hostile chicken farm.]]&lt;br /&gt;
[[File:MW MG5 (3).jpg|thumb|none|600px|ADS view of the MG5.]]&lt;br /&gt;
[[File:MW MG5 (4).jpg|thumb|none|600px|Regardless of whether it was empty or not, the reloads always involve the user pointing the machine gun skywards and working the action.]]&lt;br /&gt;
[[File:MW MG5 (5).jpg|thumb|none|600px|Flicking away a leftover belt link.]]&lt;br /&gt;
[[File:MW MG5 (6).jpg|thumb|none|600px|Inspecting the feed tray, a bit like the machine guns in ''[[Squad]]''.]]&lt;br /&gt;
[[File:MW MG5 (7).jpg|thumb|none|600px|Reloading the belt box.]]&lt;br /&gt;
[[File:MW MG5 (8).jpg|thumb|none|600px|The player character threatens a chicken for trying to eat his camouflage.]]&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|400px|KAC LAMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MG5 Old Wounds.jpg|thumb|none|600px|The &amp;quot;Old Wounds&amp;quot; MG5, note the shape of the handguard and the hexagonal-shaped belt box.]]&lt;br /&gt;
[[File:MW MG5 Hazard.jpg|thumb|none|600px|Another example of the LAMG-inspired furniture on the &amp;quot;Hazard&amp;quot; blueprint.]]&lt;br /&gt;
[[File:MW MG5 (9).jpg|thumb|none|600px|The &amp;quot;Warhead&amp;quot; MG5 blueprint in-game; a reward for reaching max rank in the first season.]]&lt;br /&gt;
[[File:MW MG5 (10).jpg|thumb|none|600px|Aiming down the different set of iron sights.]]&lt;br /&gt;
[[File:MW MG5 (11).jpg|thumb|none|600px|Loading the new belt in place.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MG5 A2===&lt;br /&gt;
The &amp;quot;M91 Special Forces&amp;quot; attachment gives the weapon a shorter barrel, turning it into an MG5 A2 (except that the in-game barrel is not fluted). There is also an ''even shorter'' barrel option called &amp;quot;M91 Infantry&amp;quot;.&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured as the &amp;quot;SA87&amp;quot;, fitted with a 30-round STANAG magazine by default. It has the proper L86 barrel length and stock cutout for a folding shoulder support, but it also has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
&lt;br /&gt;
It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]].&lt;br /&gt;
&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L86A1 (1).jpg|thumb|none|600px|An L86A1 in-game.]]&lt;br /&gt;
[[File:MW L86A1 (2).jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[File:MW L86A1 (3).jpg|thumb|none|600px|Toggling the fire selector.]]&lt;br /&gt;
[[File:MW L86A1 (4).jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[File:MW L86A1 (5).jpg|thumb|none|600px|Inserting a new one, which is followed by a quick mag-slap.]]&lt;br /&gt;
[[File:MW L86A1 (6).jpg|thumb|none|600px|Pulling the L86's charging handle.]]&lt;br /&gt;
[[File:MW L86A1 (7).jpg|thumb|none|600px|Meleeing with the bullpup; a surefire way to induce malfunctions with the problematic A1 series.]]&lt;br /&gt;
[[File:MW L86A1 (8).jpg|thumb|none|600px|When aiming through an offset reflex sight, the bolt can be seen locking back on empty on the L86A1.]]&lt;br /&gt;
[[File:MW L86A1 (9).jpg|thumb|none|600px|Palming the bolt release on the Sleight of Hand reload.]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a shorter barrel via the “SA87 18.2&amp;quot; Factory” attachment; coupled with the already present L85 features, this essentially turns it into an [[L85A1]] assault rifle.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW L85A1 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a L85A1. Note that the handguard combines the L85 length with the grip stop of the L86. Also note the signature ''Modern Warfare'' fictionalizations such as four receiver vents instead of the proper five, three handguard vents instead of the proper four, no vents at all on the upper handguard segment, some missing pins while adding ones to the pistol grip and a misshapen trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game, using a 50-round belt drum. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War, even though the [[MG42]]-based MG3 or Zastava M53 would be more appropriate.&lt;br /&gt;
&lt;br /&gt;
The game misportrays the MG34 as a right-ejecting weapon, when it is actually down-ejecting. Unlike the PKM below, the non-disintegrating ammo belt of the MG34 is not depicted.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lucky Strike&amp;quot; blueprint gives it a custom modern barrel shroud and the pseudo Fortis LA stock available to other weapons as &amp;quot;FORGE TAC Ultralight&amp;quot;.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDMW-MG34-1.jpg|thumb|none|600px|Holding the MG34.]]&lt;br /&gt;
[[File:CoDMW-MG34-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDMW-MG34-3.jpg|thumb|none|600px|Placing a new ammo belt into the MG. Without Sleight of Hand, the operator will pull out the belt slightly too much and then push it back into position. With Sleight of Hand, the operator pulls the belt to the correct length on the first try.]]&lt;br /&gt;
[[File:MW MG 34 (1).jpg|thumb|none|600px|The MG34 in multiplayer.]]&lt;br /&gt;
[[File:MW MG 34 (2).jpg|thumb|none|600px|Iron sights of the MG.]]&lt;br /&gt;
[[File:MW MG 34 (3).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload. Note the Picatinny rail added to the top cover.]]&lt;br /&gt;
[[File:MW MG 34 (4).jpg|thumb|none|600px|Latching in a new ''Gurtrommel 34'' assault drum. Note how the character holds the machine gun by the receiver with his right hand.]]&lt;br /&gt;
[[File:MW MG 34 (5).jpg|thumb|none|600px|Pulling out the 7.92mm ammo belt a bit too far.]]&lt;br /&gt;
[[File:MW MG 34 (6).jpg|thumb|none|600px|The melee animation of the MG34.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in ''Modern Warfare''. The non-disintegrating ammo belt is portrayed in-game; the reload animation simplifies the removal process of a partially depleted belt by doing the first part of the reload animation off-screen.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;25.9&amp;quot; heavy barrel&amp;quot; attachment gives it a [[PKP Pecheneg]]'s barrel assembly, though it retains the original carry handle in addition to rib-like handle of the Pecheneg.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
[[File:MW PKM (1).jpg|thumb|none|600px|Azur equips a PKM, making use of the carry handle.]]&lt;br /&gt;
[[File:MW PKM (2).jpg|thumb|none|600px|The PKM in idle.]]&lt;br /&gt;
[[File:MW PKM (3).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:MW PKM (4).jpg|thumb|none|600px|Reloading; the player character firstly operates the charging handle to ensure the machine gun is cleared.]]&lt;br /&gt;
[[File:MW PKM (5).jpg|thumb|none|600px|Latching in a new belt box.]]&lt;br /&gt;
[[File:MW PKM (6).jpg|thumb|none|600px|Placing in the new belt of ammunition.]]&lt;br /&gt;
[[File:MW PKM (7).jpg|thumb|none|600px|Working the bolt a second time afterwards to chamber a round.]]&lt;br /&gt;
[[File:MW PKM (8).jpg|thumb|none|600px|Stock attack of the PKM.]]&lt;br /&gt;
[[File:MW PKM (9).jpg|thumb|none|600px|A PKM with modern tactical furniture, occasionally found in the campaign, and seen in multiplayer as the &amp;quot;Standard Issue&amp;quot; Weapon Blueprint.]]&lt;br /&gt;
[[File:MW PKM (10).jpg|thumb|none|600px|Holding the updated PKM.]]&lt;br /&gt;
[[File:MW PKM (11).jpg|thumb|none|600px|Aiming with the new rear sight.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (1).jpg|thumb|none|600px|Right side of the PKM as seen in Gunsmith.]]&lt;br /&gt;
[[File:MW PKM Gunsmith (2).jpg|thumb|none|600px|A customized PK, including the PKP-style heavy barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
&lt;br /&gt;
In the reload animation, the part where the player character drops out the fired round is done primarily off screen; the part is actually fully animated, and is visible in third person.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
[[File:MW M4CG (1).jpg|thumb|none|600px|Zane continues the [[Insurgency: Sandstorm]] tradition of engaging idle vehicles with AT launchers.]]&lt;br /&gt;
[[File:MW M4CG (2).jpg|thumb|none|600px|Aiming down the M4's scope.]]&lt;br /&gt;
[[File:MW M4CG (3).jpg|thumb|none|600px|Dumping a spent round as the yellow van remains undamaged from a recoilless round.]]&lt;br /&gt;
[[File:MW M4CG (4).jpg|thumb|none|600px|The backblast cone slides back into place after Zane tilts the launcher up to insert a fresh shell.]]&lt;br /&gt;
[[File:MW M4CG (5).jpg|thumb|none|600px|It gets shoved aside as the new 84mm round is loaded.]]&lt;br /&gt;
[[File:MW M4CG (6).jpg|thumb|none|600px|Melee ing with the Carl Gustaf.]]&lt;br /&gt;
[[File:MW M4CG floating.jpg|thumb|none|600px|The, for some reason unpopular, gravity-defying edition of the Carl Gustaf. Note the RGD-5 grenades on Zane's gear.]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;. The Javelin's thermal imaging, oddly referred to as a hybrid optic, is also integrated as a usable function, and can be toggled by pressing the &amp;quot;hold breath&amp;quot; key while aiming. Like in previous ''Modern Warfare'' games, the Javelin has the unrealistic ability to lock on to the ground. Getting struck by the EMP Drone Field Upgrade will briefly deactivate the lock on function, instead of deactivating the entire weapon like in previous games.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW FGM-148 (1).jpg|thumb|none|600px|The FGM-148 system in game.]]&lt;br /&gt;
[[File:MW FGM-148 (2).jpg|thumb|none|600px|Aiming down the CLU.]]&lt;br /&gt;
[[File:MW FGM-148 (3).jpg|thumb|none|600px|Locking on, about to fire the missile.]]&lt;br /&gt;
[[File:MW FGM-148 (4).jpg|thumb|none|600px|Using the Javelin as a very, very expensive battering ram.]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the SCAR-H.&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
[[File:MW FN 40GL (1).jpg|thumb|none|600px|A good view of the FN 40GL as seen during the SCAR's reload. The trigger assembly is actually present this time, unlike in ''Ghosts''. Note that the handgrip is shaped a bit more like the F2000's GL1.]]&lt;br /&gt;
[[File:MW FN 40GL (2).jpg|thumb|none|600px|Using the grenade launcher.]]&lt;br /&gt;
[[File:MW FN 40GL (3).jpg|thumb|none|600px|&amp;quot;Aiming,&amp;quot; which really just zooms in.]]&lt;br /&gt;
[[File:MW FN 40GL (4).jpg|thumb|none|600px|Reloading the 40GL.]]&lt;br /&gt;
[[File:MW FN40GL Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a FN 40GL.]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 (as well as the campaign-exclusive &amp;quot;AK-12&amp;quot;).&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
[[File:MW GP-25 (1).jpg|thumb|none|600px|The GP-25 mounted to an AK-74 lookalike.]]&lt;br /&gt;
[[File:MW GP-25 (2).jpg|thumb|none|600px|The GP-25, activated.]]&lt;br /&gt;
[[File:MW GP-25 (3).jpg|thumb|none|600px|Aiming the grenade launcher; the actual sights are present but not used.]]&lt;br /&gt;
[[File:MW GP-25 (4).jpg|thumb|none|600px|Reloading the VOG-25 round.]]&lt;br /&gt;
[[File:MW GP25 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a GP-25.]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to most of the remaining weapons in the &amp;quot;assault rifles&amp;quot; category.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW M16M203 (2).jpg|thumb|none|600px|Using the M203 affixed to the M16 lookalike.]]&lt;br /&gt;
[[File:MW M16M203 (3).jpg|thumb|none|600px|Aiming the launcher.]]&lt;br /&gt;
[[File:MW M203 (1).jpg|thumb|none|600px|Alex dumps a spent shell out of his M203 in the mission &amp;quot;Hunting Party.&amp;quot;]]&lt;br /&gt;
[[File:MW M203 (2).jpg|thumb|none|600px|Inserting a new 40mm round.]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot; in one of the trailers.]]&lt;br /&gt;
[[File:MW M203 Gunsmith.jpg|thumb|none|600px|Gunsmith preview of a M203.]]&lt;br /&gt;
&lt;br /&gt;
===Madbull XM203===&lt;br /&gt;
When equipped on the Tavor CTAR-21 and the SIG SG 552, the M203 resembles an Airsoft version, the Madbull XM203, albeit modeled with a more conventional trigger assembly.&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|The launcher attached to the Tavor.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:MW MGL (1).jpg|thumb|none|600px|Alex holds an MGL acquired right before the final onslaught in &amp;quot;Proxy War.&amp;quot;]]&lt;br /&gt;
[[File:MW MGL (2).jpg|thumb|none|600px|Aiming through the scope after the Russians unhelpfully cut out the lights.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:MW RPG-7 (1).jpg|thumb|none|600px|Wielding the RPG-7 on the Grazna Raid level.]]&lt;br /&gt;
[[File:MW RPG-7 (2).jpg|thumb|none|600px|ADS of the RPG.]]&lt;br /&gt;
[[File:MW RPG-7 (3).jpg|thumb|none|600px|Reloading another warhead while observing the effects of the last shot.]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, also known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot; (plural form of ''pilum'', a type of Roman javelin). Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game. However it cannot lock on the &amp;quot;Cruise Missile&amp;quot; killstreak, despite being able to do so in real life.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
[[File:MW SA-25 (1).jpg|thumb|none|600px|Holding the 9K333/SA-25 and looking at a crashed UAV.]]&lt;br /&gt;
[[File:MW SA-25 (2).jpg|thumb|none|600px|Aiming through the Verba's scope.]]&lt;br /&gt;
[[File:MW SA-25 (3).jpg|thumb|none|600px|Reloading the tube in a dubious manner.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[File:MW M7920 Flash (1).jpg|thumb|none|600px|An M7920 grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M7920 Flash (2).jpg|thumb|none|600px|About to toss a Flashbang grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A modernized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:MW MkV CN (1).jpg|thumb|none|600px|The updated Mk. V CN grenade in loadout.]]&lt;br /&gt;
[[File:MW MkV CN (2).jpg|thumb|none|600px|About to toss the Gas grenade on the Sea Knight crash site.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also used for the Care Package, Emergency Airdrop, and Juggernaut killstreaks and the Weapon Drop field upgrade to mark their drop locations.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:MW M18 Smoke (1).jpg|thumb|none|600px|A Smoke Grenade in the loadout menu.]]&lt;br /&gt;
[[File:MW M18 Smoke (2).jpg|thumb|none|600px|Thumbing the pin off an M18. Note the FAMAS with its bipod deployed in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
[[File:MW M67 Frag (1).jpg|thumb|none|600px|The M67 Frag Grenade in the loadout section.]]&lt;br /&gt;
[[File:MW M67 Frag (2).jpg|thumb|none|600px|Preparing to throw an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:MW M18A1 (1).jpg|thumb|none|600px|A Claymore mine laying in front a G36. Note its legs are missing.]]&lt;br /&gt;
[[File:MW M18A1 (2).jpg|thumb|none|600px|The M18A1 equipped.]]&lt;br /&gt;
[[File:MW M18A1 (3).jpg|thumb|none|600px|Deploying the mine.]]&lt;br /&gt;
[[File:MW M18A1 (4).jpg|thumb|none|600px|The lasers don't even emit from the top apparatus anymore.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:MW M84 Stun (1).jpg|thumb|none|600px|A M84 grenade in the loadout.]]&lt;br /&gt;
[[File:MW M84 Stun (2).jpg|thumb|none|600px|Flicking the pin of of a M84 stun grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger (real life magnetic proximity triggers don't detect humans).&lt;br /&gt;
[[File:MW VS Mine (1).jpg|thumb|none|600px|The &amp;quot;Proximity Mine&amp;quot; in the loadout menu.]]&lt;br /&gt;
[[File:MW VS Mine (2).jpg|thumb|none|600px|Holding the mine.]]&lt;br /&gt;
[[File:MW VS Mine (3).jpg|thumb|none|600px|The bounding mine, deployed.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Thermite&amp;quot;==&lt;br /&gt;
The Thermite grenade's appearance in multiplayer is loosely based on the Yugoslavian PMR-4 stake grenade. The in game &amp;quot;thermite&amp;quot; functions as an incendiary grenade, however, the actual PMR-4 doesn't function as such.&lt;br /&gt;
[[File:MW Thermite 1.jpg|thumb|none|600px|The Thermite grenade as seen in the inventory loadout.]]&lt;br /&gt;
[[File:MW Thermite (2).jpg|thumb|none|600px|Preparing to toss a Thermite grenade.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-5==&lt;br /&gt;
Unusable [[RGD-5]] grenades are visible on vest of the Allegiance character Nikto and unlockable Season One uniforms for Rodion. Zane also has an outfit with the same unusable grenades.&lt;br /&gt;
[[File:Rdg5.jpg|thumb|none|450px|RGD-5 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:Mw2019 rgd-5.jpg|thumb|none|600px|An RGD-5 on Nikto's vest.]]&lt;br /&gt;
[[File:MW Rodion RGD-5.jpg|thumb|none|600px|Two RGD-5 grenades on Rodion's vest. The other two uniform color schemes have the grenades painted black.]]&lt;br /&gt;
&lt;br /&gt;
==RGO Fragmentation Grenade==&lt;br /&gt;
The &amp;quot;Hidden&amp;quot; uniform for Spetsnaz operative Minotaur features two brown [[RGO/RGN fragmentation grenade|RGO fragmentation grenades]] on his vest.&lt;br /&gt;
[[Image:RGO.jpg|thumb|none|450px|RGO frag grenade]]&lt;br /&gt;
[[File:MW RGN grenade.jpg|thumb|none|600px|Note the warpaint camo that is a rather obvious homage to ''[[Commando]]'' and ''[[Predator]]''.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==AGS-17==&lt;br /&gt;
In multiplayer, the [[AGS-17]] automatic grenade launcher is mounted on the Allegiance faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Ags17.jpg|thumb|none|400px|AGS-17 &amp;quot;Plamya&amp;quot; on tripod - 30x29mm]]&lt;br /&gt;
[[File:MW AGS (1).jpg|thumb|none|600px|The AGS-17 &amp;quot;Plamya&amp;quot; mounted on an Allegiance &amp;quot;Wheelson&amp;quot; UGV in an official screenshot.]]&lt;br /&gt;
[[File:MW AGS-17 (1).jpg|thumb|none|600px|Operating an Allegiance &amp;quot;Wheelson&amp;quot; in a multiplayer match.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in multiplayer as the Shield Turret killstreak, fitted with a tripod, a DI Optical DCL-120 reflex sight, and a gun shield. It is also mounted on the Bradley-based IFVs in the Ground War mode.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:MW M2 Shield Turret (1).jpg|thumb|none|600px|The Shield Turret emplacement, which has a heavily modified barrel assembly and feeds from an AGS-style drum belt box.]]&lt;br /&gt;
[[File:MW M2 Shield Turret (2).jpg|thumb|none|600px|Manning the shielded M2.]]&lt;br /&gt;
[[File:MW M2HB (1).jpg|thumb|none|600px|Entering the M2HB in the IFV - the operator always chambers a round.]]&lt;br /&gt;
[[File:MW M2HB (2).jpg|thumb|none|600px|Using the Browning .50. Note the same MG42 crosshair that's been used since ''Call of Duty 2''.]]&lt;br /&gt;
[[File:MW M2HB (3).jpg|thumb|none|600px|Aiming simply zooms in the screen.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|450px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|450px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears in both singleplayer and multiplayer on certain Middle Eastern maps and levels. It is unusable by the player, and is only fired by non-player characters in scripted events.&lt;br /&gt;
[[File:real life hell cannon Syria.jpeg|thumb|none|450px|A real &amp;quot;Hell Cannon&amp;quot; found in Aleppo, Syria.]]&lt;br /&gt;
[[File:codmw hellcannon.jpg|thumb|none|600px|The &amp;quot;Hell Cannon&amp;quot; with some of its peculiar warheads.]]&lt;br /&gt;
&lt;br /&gt;
==KPVT==&lt;br /&gt;
A [[KPV heavy machine gun|KPVT]] can be found in the &amp;quot;Azhir Cave&amp;quot; multiplayer map.&lt;br /&gt;
[[File:KPVT HMG.jpg|thumb|none|450px|KPVT heavy machine gun - 14.5x114mm]]&lt;br /&gt;
[[File:Codmw kpvt.jpg|thumb|none|600px|A KPVT almost installed on a truck.]]&lt;br /&gt;
&lt;br /&gt;
==M29 Mortar==&lt;br /&gt;
[[M29 Mortar]]s are used by Al-Qatala militants in some levels. Sergeant Garrick uses one to fire illumination rounds in the campaign level &amp;quot;The Embassy&amp;quot;.&lt;br /&gt;
[[File:M29 mortar.jpg‎|thumb|none|250px|M29 Mortar - 81mm]]&lt;br /&gt;
[[File:CoDMW-M29Mortar1.jpg|thumb|none|600px|A Marine next to the Mortar.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar3.jpg|thumb|none|600px|Left view.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar2.jpg|thumb|none|600px|Garrick inserts a shell into the Mortar in a scene that appears to be inspired by ''[[13 Hours: The Secret Soldiers of Benghazi]]''.]]&lt;br /&gt;
[[File:CoDMW-M29Mortar4.jpg|thumb|none|600px|A dead Al-Qatala member lies next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
In multiplayer, the [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is mounted on the Coalition faction's &amp;quot;Wheelson&amp;quot; UGV killstreak.&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
[[File:MW Mk 47 (1).jpg|thumb|none|600px|The Mark 47 Mod 0 as seen while using the Coalition's Wheelson.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Hybrid Reverse Draw Crossbow==&lt;br /&gt;
A reverse draw crossbow was added with the 1.13 patch. It is a hybrid between the Barnett Headhunter and the Scorpyd Aculeus crossbows. It can be unlocked by killing enemy players with a marksman rifle with a reflex sight five times in 25 different matches. Aside from the standard bolts, the crossbow is able to equip explosive tips, thermite bolts or venomous bolts, at the cost of not being able to recover them.&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Gunsmith.jpg|thumb|none|600px|The crossbow in Gunsmith.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow.jpg|thumb|none|600px|First-person view of the crossbow.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoD MW 2019 Crossbow Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
An early model of the [[Beretta 92]] is seen in the promotional image for &amp;quot;The Bodyguard&amp;quot; customization pack for Domino.&lt;br /&gt;
[[File:Beretta 92 early stepped slide.jpg|thumb|none|350px|Beretta 92, early model with unbranded grip panels and stepped slide - 9x19mm]]&lt;br /&gt;
[[File:MW Beretta 92.jpg|thumb|none|600px|Note the lack of a safety on the right side of the pistol, which the original model 92 lacks.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4V7S==&lt;br /&gt;
The opening launch screen of the game displays a silhouetted operator armed with a [[Daniel Defense M4|Daniel Defense DDM4V7S]] with a Vortex AMG UH-1 holographic sight and sound suppressor.&lt;br /&gt;
[[File:DDM4V7S.jpg|thumb|none|400px|Daniel Defense DDM4V7S SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW DD Mk18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech MDR==&lt;br /&gt;
A [[Desert Tech Micro Dynamic Rifle]] equipped with a Vortex Razor AMG UH-1 holographic sight and a flashlight is present in the quick play tab on the matchmaking menu. &lt;br /&gt;
[[File:MDR-556-TAN.jpg|thumb|none|450px|Desert Tech MDR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|439px|]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
[[M4A1]] carbines are seen in promotional artwork. The deluxe preorder bonuses includes a stylized, animated playercard based on the image of Captain MacMillan armed with a suppressed M4 from an original promotional screenshot of ''[[Call of Duty 4: Modern Warfare]]''. &lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|601px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|425px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249 SAW==&lt;br /&gt;
An [[FN M249 SAW]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card. Another M249, fitted with an EOTech holographic sight and attached to a stationary mount, is seen on the &amp;quot;Realism Moshpit&amp;quot; tab on the matchmaking menu.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW MDR Menu.jpg|thumb|none|600px|The M249 on the lower image, on a fixed mounting.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in a promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|425px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AXMC==&lt;br /&gt;
A new opening launch screen introduced with the &amp;quot;Season 1&amp;quot; update features another shadowed operator, this one being a sniper armed with a newer model of the [[Accuracy International AXMC]] rifle of unspecified caliber.&lt;br /&gt;
[[File:AI AXMC tan.jpg|thumb|none|450px|Accuracy International AXMC with scope and tan finish  - .338 Lapua Magnum]]&lt;br /&gt;
[[File:CoDMW2019M2010.jpg|thumb|none|600px|Note the square-shaped action, the handguard, and the shape of the stock pad that denote it as an AX series rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The playercard &amp;quot;Dry Heat&amp;quot; shows the silhouette of a proper [[Heckler &amp;amp; Koch MP7A1]].&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:MW MP7A1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1326192</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1326192"/>
		<updated>2020-02-08T04:56:42Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely a &amp;lt;s&amp;gt;336&amp;lt;/s&amp;gt; 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. The footage that I previously watched was at low quality, and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Coming back to the Mk 18, I'm thinking the base Mod 1 configuration might actually be a Model 933 with an RIS II.&lt;br /&gt;
&lt;br /&gt;
[[File:CoD-MW2019-MK18.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Griggs in the front has a supposed Mk 18 Mod 1 while the Marine behind him has a Mod 0. You can see the barrel on Griggs' carbine is longer, extending further past the handguard than it should. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:15, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Possibly just a wonky modeling work considering that the Mod 0 is also depicted with wonky shorter barrel. Or this whole &amp;quot;wrong barrel length&amp;quot; thing might be just another instance of those &amp;quot;let's make the gun different in some way in order to avoid legal complications.&amp;quot; One thing is clear, the game heavily borrows from [[13 Hours: The Secret Soldiers of Benghazi]], which also had Mk 18, so it is clearly meant to be this particular AR. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:56, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:What legal complications could changing the barrel length from 10.5&amp;quot; to 11.5&amp;quot; serve to avoid? I wasn't aware 10.5&amp;quot; barrels were trademarked. Moreover, 13 Hours didn't have a single Mod 1 in it, so I don't see how it could have led to the devs choosing that variant. And, mind you, it also had M4s, M249s, a Salient Arms AR, HK416s, and an HK417 that aren't in it. The game also had a mission based on the UBL raid (even the target building in it had a similar layout to UBL's compound), so that's two counts on the missing HK416s. Aside from one mission, I really don't see this extensive correlation to 13 Hours. If the barrel on the Mod 1 is 11.5&amp;quot;, that makes it a 933 regardless of what it's ''meant'' to be and it's been reiterated numerous times that we ID based on appearances rather than what someone may have intended. This is why the M4 identification on the CoD4 page was changed to an AR-15A3 carbine years ago, because like the supposed Mk 18 Mod 1 in this game, it had a longer barrel than an M4. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 08:40, 12 December 2019 (EST)&lt;br /&gt;
::I was going to make that R0933 suggestion, but never got around to doing it. Anyway, yeah, I previously made side-by-side comparisons, and I'm also convinced that the gun's ID should be changed to this. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Nah, it's not that the barrel lengths are trademarked. It's just that COD games typically depict barrel lengths correctly but it looks like they intentionally have it wrong with the Mk 18 Mod 0. Now this doesn't prove anything in regards to the Mod 1 but makes me think that they MIGHT intentionally depict barrels with wrong length. At this point it is clear they intentionally have some wrong vent numbers here or missing pins there. How could all these mistakes help them in a legal trouble? Well, if any weapon company tries to sue them they will simply point out these mistakes and claim that they make their depiction different to the real weapon, at least that's why I think they are doing it. As for why they didn't copy every single weapon from 13 hours, well MWs AR can be modified into Mk 18 or M16 or whatever and it would be redundant to have a HK416/17 when you already have the newer 433 model. But still... let's take the literalist approach and judge the gun simply by its physical features. Even if we accept that the barrel is 11.5&amp;quot; does this make the entire gun an M933? As far as I know AR parts are interchangeable so it could simply be an Mk 18 gun with an 11.5&amp;quot; no? To be honest, I'm not really even sure what does make an Mk 18 what it is? I mean yeah, obviously the Mod 0 is defined by its 10.5 inch barrel but is the Mod 1 differing only in the handguard? Can you make an Mk 18 AR from let's say slapping a 10.5 inch barrel to an M4A1 receiver or vice versa because if that is the case then the devs are technically correct to call what they have in the game &amp;quot;M4A1&amp;quot;. I suggest two things: either we call it simply AR and list the modifications in the subsections or we rename the current &amp;quot;Mk 18 Mod 1&amp;quot; to &amp;quot;Mk 18 Mod 1/M933 hybrid&amp;quot; or just point out that it is a Mod 1 with 933 barrel or it is a 933 with Mod 1 furnishing? ARs are confusing... btw is the barrel also longer in multiplayer because I can't see? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 17:40, 14 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::In the military supply chain, there's technically no such thing as a Mk 18 Mod 1. The CQBR upper and Mk 18 are actually two different things, the CQBR being provided as a replacement upper for an M4 and the Mk 18 being a complete weapon produced by Crane (I posted [http://forum.imfdb.org/showthread.php?t=1939 a thread about this] on the forum a long time ago), and only the CQBR uppers are what have been upgraded to Block II standard with the RIS II from what I can find out. As a side note, CQBR uppers originally came with 10.''3''&amp;quot; barrels, but this doesn't seem to be the case anymore. So far, I've yet to find any pics of a definite Mk 18 fitted with a Block II upper in military hands. Here on IMFDb, the two are conflated under one entry for simplicity's sake because they're so similar. The Mk 18 Mod 0's barrel length isn't wrong from the comparison above, because the flash hider is nuzzled right up against the front sight post where it should be. If the base configuration was actually a Mk 18 it would be the same situation, but the barrel extends about an inch past the front of the handguard. That's 11.5&amp;quot;, not 10.5&amp;quot;.  And, no, an M933 with an RIS II handguard isn't a &amp;quot;hybrid&amp;quot;, it's an M933 with an RIS II handguard.&lt;br /&gt;
::I can't tell you anything about multiplayer, I never messed with it when I had the game. And I don't see why the HK433 makes the HK416 redundant, they're two different weapons. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:50, 22 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, I noted VLK markings in Cyrillic. This could further lead to the &amp;quot;modified Lobaev&amp;quot; hypotesis. Plus the Lobaev is stated to be custom build upon clients request. Like for example Hadir rifle is chambered in .338 Lapua and the MP version is different.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:37, 23 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
::But wouldn't they'd still be using equipment native to that part of the world? It's not like Blackhawks and Little Birds are sold like Toyotas all over the world. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 7 November 2019 (EST)&lt;br /&gt;
:::I just assume they got them from the same weapons dealer that sold the entire Russian Army on obscure rotary cylinder South African shotguns and Israeli bullpups.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 02:02, 8 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Ironically, I have seen Mi-esque helicopters being used in the Aynah Palace map, being used by the Demon Dogs. What about the Bradleys? I thought they were FV101 Scorpion (althought the cannon is weird) for the coalition and brand-new Kurganets-25 for the Allegiance.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 04:57, 25 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then? --[[User:Jaxxons11|Jaxxons11]] ([[User talk:Jaxxons11|talk]]) 23:35, 16 November 2019 (EDT)&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
::I think you're thinking of Udon. That's Japanese noodles [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:57, 7 November 2019 (EST)&lt;br /&gt;
::: There is a Japanese dish called [https://en.wikipedia.org/wiki/Oden Oden]. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 02:09, 8 November 2019 (EST)&lt;br /&gt;
::::Hi I'm the one that added the meaning of the &amp;quot;Oden&amp;quot; name. Seriously I just googled Oden meaning and it translated it as &amp;quot;Odin&amp;quot; from Russian.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:48, 16 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The AK-47 section still seems quite messy. Maybe we could give a rundown of all the customization options in the leading AK-47 section, and detail all the configurations in subsections following it? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 12:16, 5 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think the problem stems from the fact that currently we are trying to comply with IW's idea that changing several parts of a gun turns it into a completely different weapon. Is there in the game any AK receiver other than the milled AK47 receiver with the large cutout? Because I'm under the impression that all the AKs in the game use this basic milled receiver and only change handguards, barrels, stocks, magazine etc.&lt;br /&gt;
:Now, if that is the case I think we should simply list from which AK variant does a particular handguard or magazine come (simililar to the [[Battlefield_V#Cosmetic_Modifications|BFV cosmetic modification sections]]) instead of trying to make it fit a particular AK model as a whole. Let's take for instance the SAM7K example. In my opinion listing this particular model here is a bit of a stretch. In game we basically have the milled AK47 receiver complete with the sights which can be modified with krinkov muzzle and 5.45x39mm magazine. We should only add to this that while 7.62x39mm krinkov exists in reality, the 5.45x39mm magazine working with the 7.62x39mm milled receiver is not plausible.&lt;br /&gt;
:I generally think we should avoid phrases like &amp;quot;turning it into an&amp;quot; because fitting a milled AK47 receiver with furniture from AK74 models doesn't make it an actual AK74 specimen, it just makes it a frankengun. That's why I believe we should focus more on each furniture item separately rather than as a whole. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:56, 6 November 2019 (EST)&lt;br /&gt;
::The &amp;quot;AK-12&amp;quot;in the single player does have a stamped receiver and not a milled one, FWIW.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:45, 6 November 2019 (EST)&lt;br /&gt;
:I clearly mentioned the presence of a stamped receiver in the AK-74 section (along with the other appropriate parts), and the other ones also have stamped receivers in singleplayer. Here are some videos, for reference: [http://youtu.be/4M0wAZ9x1Dc?t=232 AK-74], [http://youtu.be/rzr2G6bi3D4?t=4636 AKM], [http://youtu.be/yTnEIhE_8is?t=1339 AKS-74U], &amp;lt;s&amp;gt;and [http://youtu.be/LeHWEMGCmd0?t=471 AKMSU] (which [http://youtu.be/BUdKTMt6en0?t=458 can] be found with a side folder)&amp;lt;/s&amp;gt;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 03:50, 7 November 2019 (EST)&lt;br /&gt;
:::EDIT: The last one is actually an AKS-74U lookalike, not an AKMSU. The &amp;quot;AK-12&amp;quot; images recently provided on the main page have 5.45mm mags. I now made some more research, and if I'm not mistaken, all the AK-12s fitted with normal box magazines in the campaign are in 5.45mm, though the HUD icon is messing with us and shows them with 7.62mm magazines (not surprising at this point, considering that the icon also shows it with a milled receiver, which isn't the case). Nevertheless, the gun can be found with 75-round 7.62x39mm drum magazines (in both full-size and Krinkov length), so the AKMSU identification still stands. On another note, I have a question regarding the &amp;quot;Steel Curtain&amp;quot; blueprint in multiplayer: can it be modified with all the attachments of the normal AK-47? If yes, this would mean that the AKMSU and AKS-74U appearances can be achieved in multiplayer as well. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:54, 8 November 2019 (EST)&lt;br /&gt;
::::I believe armory kits can be modified as I've seen XRK M4s with different attachments. I'm trying to unlock the &amp;quot;Steel Curtain&amp;quot; but the assignment tracking is rather buggy and actually winning objective matches is a bit troublesome.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:09, 8 November 2019 (EST)&lt;br /&gt;
:::::The &amp;quot;winning 5 objective based matches&amp;quot; only works with SnD, and even then I've had my progress wiped after logging out. Whoever coded these mission challenge trackers really messed up.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:34, 8 November 2019 (EST)&lt;br /&gt;
::So they actually bothered to model a stamped receiver. This means that we have two basic receivers to work with. I would suggest to split the AK section into two main weapons AK-47 and AK-74 and list the modifications as subsections. The reasoning is that we obviously have the AK47 in both single and multiplayer and the AK-74 in single player. &amp;quot;''This makes it resemble an AKM, though it still has the AK-74's peculiar front sight block and 90 degree gas block''&amp;quot; this fact leads me to the conclusion that the AK-74 was the main weapon they modeled and then they recycled it as a pseudo AKM. This also raises few questions. Are the AK74 and AKM stamped receivers absolutely the same in reality? Can an AKM work with AK74 gas block and front sight? If this is the case, then it can pass as an actual AKM fitted with those items. If that is not the case then it is IW recycling the AK74 into pseudo AKM. Also check out how they [https://youtu.be/yHgiRdx7ocg?t=93 midgetized the krinkov handguard] in order to make it fit with the non-krinkov sight. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:55, 7 November 2019 (EST)&lt;br /&gt;
Speaking of the AK, specifically the &amp;quot;AK-12&amp;quot;. Is the handguard that variant is using one of those Midwest Industries M-Lok handguards?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:52, 9 November 2019 (EST)&lt;br /&gt;
:Yeah, you are on point but they omitted two pins. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:18, 9 November 2019 (EST)&lt;br /&gt;
::I was thinking that it should be more clearly pointed out that the so called &amp;quot;AK-12&amp;quot; is not actually an AK-12 but rather a AK-74 variant with some tacticool stuff on it. Maybe I'll change that myself later...--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:26, 9 November 2019 (EST)&lt;br /&gt;
:::Just don't forget to mention that it is Gen 2.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 18:02, 9 November 2019 (EST)&lt;br /&gt;
::::You mean that the handguard is a gen 2?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 08:00, 10 November 2019 (EST)&lt;br /&gt;
:::::Yes. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 12:31, 10 November 2019 (EST)&lt;br /&gt;
Ok here's a fun fact that I just discovered: while the base AK-47 seems to be an original Soviet one, I'm fairly sure the variants with stamped receivers (currently identified as AK-74, AKS-74U, etc.) are in fact based on Bulgarian Arsenal derivatives, as noted by the rivet pattern on the left side above the trigger guard. I'm gonna do an overhaul of those subsections in a while. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:40, 17 December 2019 (EST)&lt;br /&gt;
:What &amp;quot;rivet&amp;quot; specifically are you talking about, can you point it out in a screencap? I ask because the things above the trigger guard are are not rivets but pins, and there are different numbers depending on whether or not it has an auto sear or not. It is like the extra hole over an AR-15 selector if it is a full auto gun. For reference, the Mk18 in this lacks the pin so it firing in FA would be technically incorrect, but this happens so much it is not worth commenting on as if we did the same thing would be written in the majority of AR entries. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:15, 17 December 2019 (EST)&lt;br /&gt;
::Ah, I see. I knew about the AR-15's pin for the auto sear, but I didn't know about the AK's. So nevermind about the Arsenal thing. Now, [[:File:MW AKM Gunsmith (1).jpg|here's]] a screencap for reference, and interestingly enough, the weapon got the same treatment as the Mk 18 &amp;lt;small&amp;gt;(which, by the way, will probably have the ID changed to R0933, per an ongoing discussion in [[#Mk 18 ID|this section]])&amp;lt;/small&amp;gt;, as it lacks the extra pin while also having a three-position selector switch, as seen [http://youtu.be/GoUJydE-gj4?t=14 here] (what do the selector markings read, S-E-A or something? There's a closeup lacking some lighting at 0:43). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:56, 17 December 2019 (EST)&lt;br /&gt;
:::On another note, I guess we could still add the full-sized 7.62mm Arsenal AR-M1 as a resemblance to [[:File:MW AK (1).jpg|this specific model]] (ignore the AKS-74 style folding stock, it's just an optional attachment). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:05, 17 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The default stock may be brown-ish, but I don't think it's wood. You can see edges on it where the paint has worn away and black polymer can be seen. Combined with the lack of a selector switch in the image of it equipped with the EBR stock, I'm inclined to say it's a SOCOM 16. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:00, 18 November 2019 (EST)&lt;br /&gt;
:Wot... it clearly has a selector switch (in fact, it's even more obvious [http://youtu.be/FD7kTc_qyQk?t=791 here]). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 01:22, 19 November 2019 (EST)&lt;br /&gt;
::It didn't really look like it from the images on the page. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Laser module ID==&lt;br /&gt;
Any idea what the laser module used in the game is? Seems too small to be a PEQ-15 or LA-5. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 03:09, 4 December 2019 (EST)&lt;br /&gt;
:I'm guessing fictional, but based off of a real design, like so many of MW2019's attachments.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 14:14, 4 December 2019 (EST)&lt;br /&gt;
If you are referring to [[Call_of_Duty:_Modern_Warfare_(2019)#.22XRK_M4.22|this thing seen here]], yeah, it appears to be a pseudo PEQ-15. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:42, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Need some ID for the Tavor underbarrels==&lt;br /&gt;
So this thing has its own unique grenade launcher and shotgun. The latter looks pretty fictitious, but here they are:&lt;br /&gt;
[[File:MW Tavor 40mm.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:MW Tavor Masterkey.jpg|thumb|none|600px|]]--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 21:38, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
The grenade launcher looks like a Madbull XM203, an airsoft grenade launcher that, in fact, looks nothing even remotely like an M203. The only thing remotely familiar on the shotgun is the trigger and trigger guard, which looks like they were taken from the Crye Six12. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:28, 4 December 2019 (EST)&lt;br /&gt;
:The GL does look like a Madbull with a more conventional trigger design (I'm not sure where I've seen that trigger guard before, but I definitely have seen it); the shotgun kinda looks to me like they tried to turn an M26 MASS into a normal pump-action - the receiver shape's about right (sans the bolt handle), and the mag tube and pump handle look clumsy enough that they probably weren't mean to be part of the original design. Also, they apparently haven't learned from ''MW2'', since the attachment method for underbarrels on the Tavor still looks [[Media:Mw2tar21stupid.jpg|stupid]]. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:57, 4 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Open bolt fire delay==&lt;br /&gt;
I didn't see this mentioned on the page, but all guns that fire from an open bolt have a small delay before they actually fire, and usually feature the sound of the bolt dropping right before the actual gunshot. Seems worth fitting in somewhere. [[User:Alex T Snow|Alex T Snow]] ([[User talk:Alex T Snow|talk]]) 19:10, 7 December 2019 (EST)&lt;br /&gt;
:I'm just gonna add this to Overview. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:11, 8 December 2019 (EST)&lt;br /&gt;
::On a semi-related note, I've noticed the belf fed MGs (at least the MG5) have a unique reload animation when you have about 5 or so rounds in reserve and perform an empty reload - the charging animation is different and the MG is not lowered off screen.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:05, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trivia question ==&lt;br /&gt;
&lt;br /&gt;
Kinda unrelated to IMFDB things, but what happens when you climb up a ladder while equipped with two primary weapons in MW (like with Overkill)? In earlier games you holster your weapon when you climb, but in MW you can hold your pistol and even shoot while climbing ladders. What happens when you climb a ladder with two primaries, i.e. you don't have a pistol? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 19:30, 8 December 2019 (EST)&lt;br /&gt;
:You just climb it as normal without the ability to shoot at anything.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:46, 8 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== 1 Season ==&lt;br /&gt;
&lt;br /&gt;
Hmm, in 1 season added a lot of unique variants of weapons, should we add their description and foto to the page? --[[User:Pustelga7|Pustelga7]] ([[User talk:Pustelga7|talk]])  11 December 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Knife ID ==&lt;br /&gt;
&lt;br /&gt;
[[Image:MW2019_knife.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone care to ID the combat knife? -[[User:1morey]] January 22, 2020 12:22 AM (EST)&lt;br /&gt;
&lt;br /&gt;
== Not a UMP ==&lt;br /&gt;
The &amp;quot;Striker 45&amp;quot; is actually an LWRC SMG45, a UMP45 lookalike built on the AR platform and uses UMP45 magazines. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 23:56, 7 February 2020 (EST)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Red_Dead_Redemption_II&amp;diff=1317035</id>
		<title>Red Dead Redemption II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Red_Dead_Redemption_II&amp;diff=1317035"/>
		<updated>2019-12-21T22:44:17Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Colt 1851 Navy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Red Dead Redemption II&lt;br /&gt;
|picture = Red Dead Redemption 2A.jpg&lt;br /&gt;
|caption = ''Box Art''&lt;br /&gt;
|series= Red Dead&lt;br /&gt;
|date= October 26, 2018&lt;br /&gt;
|developer=Rockstar Studios&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher= Rockstar Games&lt;br /&gt;
|genre=Third-Person Shooter, First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in ''Red Dead Redemption II:'''''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Like the eighth generation versions of ''[[Grand Theft Auto V]]'', ''Red Dead Redemption II'' has both first-person and third-person modes that can be switched at the press of a key. This page will ideally cover both first-person and third-person views of weapons.&lt;br /&gt;
&lt;br /&gt;
Similar to ''[[Red Dead Redemption]]'', ammunition is generalized by weapon type, but with more sub-variety this time. Normal ammo comes in regular, high velocity (boosts damage and range), express (bigger boost to damage), split point (higher damage and accuracy), and explosive variants (some of these ammo types are bought, others are crafted), while shotgun shells come in buckshot, slugs, and also incendiary buckshot and explosive slugs. Barrels, triggers, frames, hammers, sights, and stocks can all be visually customized.&lt;br /&gt;
&lt;br /&gt;
Weapons can become dirty with extended use, which reduces weapon stats, and player character Arthur Morgan can clean them in the weapon menu by purchasing oil from shops or by paying a gunsmith to fix them. When firing single-action revolvers, Arthur needs to manually cock the hammer by pressing the fire key once before pressing it again to fire the weapon. Pump-action, bolt-action, and lever-action weapons also need to be manually cycled by the player with the fire key. Arthur can also fan some of the revolvers when rapid firing, and can also dual-wield handguns and the sawed-off double-barreled shotgun.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon names are a mix of generic names and some fictional weapon names. Weapon descriptions in the compendium provide many fictional firearm makers for the real guns, such as D. D. Packenbush, Hutton &amp;amp; Baird, and Peeters &amp;amp; Janssens.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] returns from the first game as the &amp;quot;Semi-Automatic Pistol.&amp;quot; It is first available for purchase in Chapter 5 and, due to its detachable box magazine, has a much faster reload speed over the Mauser Pistol.&lt;br /&gt;
[[Image:borchardtc93.jpg |thumb|none|300px|Borchardt C-93 - 7.65x25mm Borchardt]]&lt;br /&gt;
[[Image:RDRII_borc1.jpg|thumb|none|600px|The C-93 on the gun shop table. Oddly enough, unlike the first game, it is incorrectly modeled, with an inclined grip, shorter barrel (which can be replaced by a long one with customization), and a strangely elongated trigger guard (the first two changes also give the C-93 some resemblance to its successor, the [[Luger]] pistol).]]&lt;br /&gt;
[[Image:RDRII_borc2.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:RDRII_borc3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Berchardt_C93_ADS.jpg‎|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_borc4.jpg|thumb|none|600px|Reloading a new magazine.]]&lt;br /&gt;
[[Image:RDRII_borc5.jpg|thumb|none|600px|Chambering.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1851 Navy==&lt;br /&gt;
The [[Colt 1851 Navy]] was added to Red Dead Online in the &amp;quot;Moonshiners&amp;quot; update under the name of &amp;quot;Navy Revolver&amp;quot;, the same name it appeared in ''[[Grand Theft Auto V|Grand Theft Auto Online]]''. The reload animation is extremely simplified compared to real life, as the player character simply replaces all the percussion caps without bothering to load the balls, as opposed to the reload animation in the weapon's GTA:O counterpart, where the entire cylinder is replaced during a reload. A variant called &amp;quot;Lowry's Revolver&amp;quot; (likely named after side character Edmund Lowry Jr.) is covered in bloody inscriptions, just like the weapon's appearance in ''GTA Online''.&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 caliber.]]&lt;br /&gt;
&lt;br /&gt;
==Colt New Army &amp;amp; Navy==&lt;br /&gt;
The [[Colt New Army &amp;amp; Navy]] returns from the previous game as the &amp;quot;Double-Action Revolver&amp;quot;, and can be unlocked for early use upon the game's release by completing a series of tasks in ''[[Grand Theft Auto V#Colt New Army &amp;amp; Navy|GTA Online]]''. The &amp;quot;High Roller&amp;quot; skin for the revolver is one of the four early access DLC items. The revolver has a short barrel by default, which can be extended up to 6&amp;quot; in length through customization.&lt;br /&gt;
[[Image:Colt M1892 4.5 inch barrel.jpg|thumb|none|300px|Colt Civilian Model 1892 New Army &amp;amp; Navy with 4 1/2 inch barrel - .38 Long Colt]]&lt;br /&gt;
[[File:RDR 2 Trailer 3 Van der Linde Gang.jpg|thumb|none|600px|Members of Dutch's gang with Colt New Army &amp;amp; Navy revolvers on the left.]]&lt;br /&gt;
[[File:RDR2-ColtA&amp;amp;N-Reload.jpg|thumb|none|600px|Arthur Morgan reloading a Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_DARevolver.jpg|thumb|none|600px|Micah Bell fires the Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_NewArmy3.jpg|thumb|none|600px|Holding a rusty Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_NewArmy2.jpg|thumb|none|600px|Aiming. Note the cocked hammer.  The first time the weapon is aimed after drawing/reloading, the hammer is automatically cocked.  Subsequent shots are fired in double-action.]]&lt;br /&gt;
[[Image:1889 ADS.jpg|thumb|none|600px|Aiming Down Sights.  Note that the hammer is down.]]&lt;br /&gt;
[[Image:RDRII_NewArmy1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Hiroller.jpg|thumb|none|400px||The unique High Roller variant of the Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Paterson 1836==&lt;br /&gt;
A [[Colt Paterson 1836]] revolver can be seen on a collectable cigarette card image.&lt;br /&gt;
[[Image:ColtPatterson5thmodel.jpg|thumb|none|300px|Colt Paterson 5th Model - .36 caliber.]]&lt;br /&gt;
[[File:RDR 2 cicolt.jpg|thumb|none|600px|The image in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] returns from ''Red Dead Redemption'', again referred to as the &amp;quot;Cattleman Revolver&amp;quot;. It is probably the most common handgun in the game and is commonly carried by lawmen, bandits, bounty hunters, and civilians.  Customizing the gun with a long barrel turns it into a &amp;quot;Cavalry&amp;quot; model. Early in the game, (Chapter 2) if the player does the Stranger side-mission &amp;quot;The Noblest of Men and a Woman&amp;quot;, the player has a chance at collecting two unique versions of the Colt that come with various increased stats.&lt;br /&gt;
[[Image:Uberti boxed 3.jpg|thumb|none|300px|An Uberti &amp;quot;Cattleman&amp;quot; replica of Colt SAA &amp;quot;Artillery&amp;quot; model.]]&lt;br /&gt;
[[File:RDR2-SAA.jpg|thumb|none|600px|The SAA in Arthur Morgan's right hand.]]&lt;br /&gt;
[[File:RDR2-SAA-2.jpg|thumb|none|600px|Arthur Morgan dual-wielding SAAs.]]&lt;br /&gt;
[[File:RDR 2 First Look 4.jpg|thumb|none|600px|A good close-up of an SAA brandished by John Marston.]]&lt;br /&gt;
[[File:RDR2_SAA1.jpg|thumb|none|600px|Arthur holds a single SAA.]]&lt;br /&gt;
[[File:RDR2_SAA2.jpg|thumb|none|600px|He aims his Colt.]]&lt;br /&gt;
[[File:Colt_Peacemaker_ADS.jpg|thumb|none|600px|Aiming down the sights of the SAA.]]&lt;br /&gt;
[[File:RDR2_SAA3.jpg|thumb|none|600px|Reloading. In first-person, the fired rounds simply fly out without Arthur using the ejector rod. In third-person, however, Arthur's left hand is correctly working the ejector rod when reloading.]]&lt;br /&gt;
[[File:Colt_Peacemaker_Flaco's_Variant.jpg‎|thumb|none|600px|The unique Flaco Hernandez variant of the SAA.]]&lt;br /&gt;
[[File:Colt_Peacemaker_Granger's_Variant.jpg‎|thumb|none|600px|The unique Emmett Granger variant of the SAA.]]&lt;br /&gt;
&lt;br /&gt;
==FN Model 1900==&lt;br /&gt;
The [[FN Model 1900]] will be available with the release of the PC version of the game as the &amp;quot;M1899 Pistol&amp;quot;.&lt;br /&gt;
[[Image:FNM1900.jpg|thumb|none|300px|FN Model 1900 - .32 ACP]]&lt;br /&gt;
[[File:RDR2 M1899.jpg|thumb|none|600px|Despite being described as &amp;quot;M1899&amp;quot;, it still looks more like the slightly later FN 1900. Also note the serial number &amp;quot;989811.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FN Model 1903==&lt;br /&gt;
The [[Colt Model 1903/1908#FN Browning 1903|FN Browning 1903 pistol]] is seen as a Sharpshooter award symbol.&lt;br /&gt;
[[Image:Browning 1903.jpg|thumb|none|300px|FN Browning Model 1903 Pistol - 9x20mm Browning Long]]&lt;br /&gt;
[[File:RDR2_FNpistol1.jpg|thumb|none|600px|The symbol is at the top left.]]&lt;br /&gt;
&lt;br /&gt;
==LeMat Revolver==&lt;br /&gt;
An advertisement for the [[LeMat Revolver]] is seen on a wall in the Blackwater police station. It was added as a usable weapon with the May 2019 update in Red Dead Online. It holds 9 normal revolver rounds and a single shotgun round.&lt;br /&gt;
[[File:LeMat Pietta made revolver.JPG|thumb|none|300px|F. Elli Pietta LeMat revolver]]&lt;br /&gt;
[[File:RDR2-LeMat1.jpg|thumb|none|600px|The unupgraded LeMat on the gun shop table.]]&lt;br /&gt;
[[File:RDR2-LeMat2.jpg|thumb|none|600px|Holding a LeMat revolver with longer barrel.]]&lt;br /&gt;
[[File:RDR2-LeMat3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RDR2-LeMat4.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2-LeMat5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RDR2-LeMat6.jpg|thumb|none|600px|Aiming while the shotgun mode is activated.]]&lt;br /&gt;
[[File:RDR2-LeMat7.jpg|thumb|none|600px|Reloading the shotgun round.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The [[Mauser C96]] returns from the previous game as the &amp;quot;Mauser Pistol&amp;quot;, described as being designed and manufactured by the fictional &amp;quot;Mühlberg&amp;quot; company in Germany (&amp;quot;Mauser&amp;quot; instead of being relegated to the weapon's given name, apparently). Unlike in ''[[Red Dead Redemption]]'', the gun is correctly depicted as a semi-auto only version rather than an anachronistic machine-pistol. It also holds a correct 10 rounds rather than 15 in the first game. By doing the Stranger quest &amp;quot;The Noblest Men, and Woman,&amp;quot; the player can get a gold plated version of this gun off the body of Billy Midnight. The standard version does not unlock for purchase until much later in the game (though a free one can be grabbed during a mission late in Chapter 4).&lt;br /&gt;
[[Image:C96Pistol.jpg|thumb|none|300px|Mauser C96 - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:RDRII_Mauser.jpg|thumb|none|600px|The Mauser on the gun shop table. Interestingly, by default it has a shorter barrel (between the usual and the &amp;quot;Bolo&amp;quot; version), which can be turned to a standard length barrel with customization.]]&lt;br /&gt;
[[Image:RDRII_Mauser1.jpg|thumb|none|600px|Arthur holds a Mauser Pistol.]]&lt;br /&gt;
[[Image:RDRII_Mauser2.jpg|thumb|none|600px|Aiming. Note the hammer is cocked; when the weapon's just reloaded, the hammer will be down.]]&lt;br /&gt;
[[Image:RDRII_Mauser3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Mauser4.jpg|thumb|none|600px|Reloading a 10-round stripper clip. Regardless of the number of remaining rounds, the full clip will always be loaded, as if the pistol were completely empty. The bolt is correctly released immediately when the clip is removed.]]&lt;br /&gt;
[[Image:Mauser_C96_Midnight_Variant.jpg|thumb|none|600px|Billy Midnight's unique Mauser Pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield Model 3==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Schofield|Smith &amp;amp; Wesson Schofield Model 3 revolver]] appears as the &amp;quot;Schofield Revolver.&amp;quot; Dutch owns a pair of these revolvers as his personal firearms. After a particular mission in Chapter 4, the player can conclude &amp;quot;The Noblest of Men, and a Woman&amp;quot; Stranger quest and acquire a unique variant called Calloway's Revolver. Two unusable S&amp;amp;W &amp;quot;Wells Fargo&amp;quot; Schofield revolvers can be seen in a Showcase in Tumbleweed; the gun in the game can get a barrel of analogous length through customization.&lt;br /&gt;
[[Image:Schofield.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with nickel finish - .45 Schofield]]&lt;br /&gt;
[[File:RedDeadRedemption2Revolvers.jpg|thumb|none|600px|Promotional Picture of Dutch's revolvers.]]&lt;br /&gt;
[[File:RDR2_swScho1.jpg|thumb|none|600px|Holding the Revolver.]]&lt;br /&gt;
[[File:RDR2_swScho2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Schofield_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2_swScho3.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:RDR2_swScho4.jpg|thumb|none|600px|Reloading. The automatic ejector incorrectly only ejects the fired rounds, meaning that Arthur only needs to reload the fired rounds.]]&lt;br /&gt;
[[File:Calloway's_Unique_Schofield.jpg|thumb|none|600px|The special Calloway's Revolver variant.]]&lt;br /&gt;
[[File:Otis_Miller's_Revolver.jpg|thumb|none|600px|During the Epilogue, a gold-plated Schofield can be found in New Austin as part of an unmarked Treasure Hunt.]]&lt;br /&gt;
[[File:WellsFargoSchofield.jpg|thumb|none|300px|Smith &amp;amp; Wesson &amp;quot;Wells Fargo&amp;quot; Schofield with barrel cut down to five inches - .45 Schofield]]&lt;br /&gt;
[[File:RDR2_swm2.jpg|thumb|none|600px|Checking out the &amp;quot;Wells Fargo&amp;quot; model in the showcase.]]&lt;br /&gt;
&lt;br /&gt;
==U.S. Johnson Model 1836== &lt;br /&gt;
A low detail [[Flintlock Pistol|U.S. Johnson Model 1836]] is seen in a mission given by Jeremiah Compson.&lt;br /&gt;
[[Image:U.S. Johnson M1836.jpg|thumb|none|300px|U.S. Johnson Model 1836 - .54 cal]]&lt;br /&gt;
[[File:Rdr2-flintlock-1.jpg|thumb|none|600px|A squatter aims the Johnson at Arthur.]]&lt;br /&gt;
[[File:Rdr2-flintlock-2.jpg|thumb|none|600px|Another angle of the squatter holding Arthur at gunpoint.]]&lt;br /&gt;
[[File:Rdr2-flintlock-3.jpg|thumb|none|600px|Having evicted the squatters, Arthur examines the Johnson before leaving.]]&lt;br /&gt;
&lt;br /&gt;
==Volcanic Repeater==&lt;br /&gt;
The [[Volcanic Repeater]] returns from the previous game. When firing, Arthur Morgan performs a subtle flip cock between shots. The weapon holds eight shots, but oddly, adding the extended barrel (with tube magazine) does not increase capacity. Amusingly, the weapon, which is known to have had very poor power and terminal ballistics in reality, is the pistol with the highest base damage in-game. In-game this is justified by a blurb in the gunsmith brochure advertising the weapon, which mentions that this version of the Volcanic has been modified to use more powerful cartridges than rocket ball ammunition. &lt;br /&gt;
[[Image:Volcanic .jpg |thumb|none|300px|Volcanic Pistol - .31 or .41 caliber.]]&lt;br /&gt;
[[Image:RDRII_volcanic1.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:Volcanic_Pistol_Speed_Fire.jpg‎|thumb|none|600px|When firing rapidly, Arthur Morgan will grip the pistol with two hands. Like a mini lever rifle.]]&lt;br /&gt;
[[Image:RDRII_volcanic2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Volcanic_Pistol_ADS.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[Image:RDRII_volcanic3.jpg|thumb|none|600px|Reloading a single round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The anachronistic [[Carcano_Rifle_Series#Carcano_M91.2F38_Short_Rifle|Carcano M91/38 Short Rifle]] returns from the previous game instead of an accurate [[Carcano Rifle Series#Carcano M91 Rifle|M91 Long Rifle]]. Oddly enough it has a rear sight of a long M91. It is only available with a mounted scope. The player receives the weapon during a mission in Chapter 6. &lt;br /&gt;
[[Image:CarcanoM91-38ShortRifle.jpg‎|thumb|none|400px|Carcano M91/38 - 6.5x52mm.]]&lt;br /&gt;
[[File:RDR2-Carcano.jpg|thumb|none|600px|Sadie with the Carcano.]]&lt;br /&gt;
[[Image:RDRII_carc1.jpg|thumb|none|600px|The Carcano Rifle on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_carc2.jpg|thumb|none|600px|Holding the Carcano. Note the rear sight.]]&lt;br /&gt;
[[Image:RDRII_carc3.jpg|thumb|none|600px|Using the iron sight.]]&lt;br /&gt;
[[Image:RDRII_carc4.jpg|thumb|none|600px|Reloading an en-bloc clip. Arthur always loads in a full en-bloc clip regardless if there is any ammo remaining.]]&lt;br /&gt;
[[Image:RDRII_carc5.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[Image:RDRII_carc6.jpg|thumb|none|600px|A view of the Carcano while riding.]]&lt;br /&gt;
[[Image:RDRII_carc7.jpg|thumb|none|600px|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Evans Repeating Rifle==&lt;br /&gt;
The [[Evans Repeating Rifle]] is available with the March 2019 update in Red Dead Online. Unlike the Evans in the prior ''Red Dead'' game, which held an incorrect 22 rounds, the Evans in ''RDRII'' has a partially-correct capacity of 26; while this is the correct capacity for the magazine itself, 2 more rounds could be stored in the rifle altogether - one in the chamber, and one in the space between the magazine and chamber.&lt;br /&gt;
[[Image:EvansA.jpg|600px|thumb|none|400px|Evans Repeating Rifle - .44 Evans Short]]&lt;br /&gt;
[[Image:RDRII_rvans1.jpg|thumb|none|600px|Holding the Evans Repeating Rifle.]]&lt;br /&gt;
[[Image:RDRII_rvans2.jpg|thumb|none|600px|Using the iron sight.]]&lt;br /&gt;
[[Image:RDRII_rvans3.jpg|thumb|none|600px|Reloading. The player character loads in a round and cycles the lever, repeating the process until full. To simplify reload, loaded rounds are not ejected when the lever is cycled, and the &amp;quot;empty spaces&amp;quot; in the helical magazine that can occur with reloads are not depicted.]]&lt;br /&gt;
[[Image:RDRII_rvans4.jpg|thumb|none|600px|A view of the rifle while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 1860==&lt;br /&gt;
The [[Henry 1860]] appears as the &amp;quot;Litchfield Repeater&amp;quot; and is depicted with an enlarged lever loop. The weapon is first available during a mission in Chapter 6. &lt;br /&gt;
[[Image:Henry.jpg|thumb|none|400px|Henry 1860 brass-frame - .44 Rimfire (RF).]]&lt;br /&gt;
[[File:RDR 2 First Look 36.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RDRII_Henry.jpg|thumb|none|600px|The Henry on the gun shop table.]]&lt;br /&gt;
[[Image:Henry1.jpg|thumb|none|600px|Holding the &amp;quot;Litchfield Repeater.&amp;quot;]]&lt;br /&gt;
[[Image:Henry2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Henry_1860_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Henry3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Henry4.jpg|thumb|none|600px|Holding the Henry while riding.]]&lt;br /&gt;
[[Image:Henry_1860_from_horseback_RDR2.jpg|thumb|none|600px|Holding the Henry 1860 while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen Rifle==&lt;br /&gt;
A hybrid [[Krag-Jørgensen]] comprised of the US and Danish variants appears as the &amp;quot;Bolt-Action Rifle&amp;quot; and is Bill Williamson's weapon of choice. The weapon is unlocked for use by the player in Chapter 3. Unlike in ''[[Red Dead Redemption]]'', Arthur Morgan reloads five rounds quickly into the breach instead of using an incorrect stripper clip. &lt;br /&gt;
[[Image:USKragRifle.jpg|thumb|none|400px|US Property Marked Krag-Jørgensen Model 1896 Rifle - .30-40 Krag]]&lt;br /&gt;
[[File:Danish Krag Carbine.jpg|thumb|none|400px|Krag-Jørgensen Model 1889 Artillery Carbine - 8x58R]]&lt;br /&gt;
[[File:RDR2-krag.jpg|thumb|none|600px|Wallpaper of Bill Williamson on the right holding the Krag.]]&lt;br /&gt;
[[File:RDR2-Rifle.jpg|thumb|none|600px|The rifle over his back.]]&lt;br /&gt;
[[File:RDR2-krag1.jpg|thumb|none|600px|Arthur holds the rifle.]]&lt;br /&gt;
[[File:RDR2-krag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Krag_Jorgsen_ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:RDR2-krag3.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[File:RDR2-krag4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RDR2-krag5.jpg|thumb|none|600px|Holding the rifle while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Rolling Block==&lt;br /&gt;
The [[Remington Rolling Block|Remington Rolling Block Sporting Rifle]] returns as the &amp;quot;Rolling Block Rifle.&amp;quot;&lt;br /&gt;
[[Image:Remington rollingblock no1.jpg|thumb|none|400px|Remington Rolling Block Sporting Rifle - .45]]&lt;br /&gt;
[[File:RDR2-RemRoll1.jpg|thumb|none|600px|Arthur holds the Remington.]]&lt;br /&gt;
[[File:RDR2-RemRoll2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:RDR2-RemRoll2_1.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:RDR2-RemRoll3.jpg|thumb|none|600px|Using the scope.]]&lt;br /&gt;
[[File:RDR2-RemRoll3_1.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:RDR2-RemRoll4.jpg|thumb|none|600px|Holding the Remington while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps 1874 Buffalo==&lt;br /&gt;
When the player's tent is upgraded, an unusable rusty [[Sharps 1874 Buffalo]] rifle with spike bayonet can be seen. Another one, seemingly the same model, can also be seen driven by its bayonet into a tree near the old church in Lemoyne.&lt;br /&gt;
[[Image:Sharps 1874 Buffalo.jpg‎|thumb|none|400px|Sharps 1874 Buffalo - .45-70 caliber]]&lt;br /&gt;
[[File:RDR2-sharps.jpg|thumb|none|600px|The Sharps rifle in Arthur's tent.]]&lt;br /&gt;
[[File:RDR2TreeSharps.jpg|thumb|none|600px|The Sharps seen driven into the tree.]]&lt;br /&gt;
&lt;br /&gt;
==Spencer Model 1860 Carbine==&lt;br /&gt;
The [[Spencer 1860 Carbine|Spencer Model 1860 Carbine]] appears as the &amp;quot;Carbine Repeater,&amp;quot; inverted from its designation in ''Red Dead Redemption''. The Spencer 1860 is among the most common long guns in the game and is used by numerous NPCs. An interesting feature of the rifle is that to make up for its slow fire rate, the weapon's magazine is fully topped up on every reload via the use of Blakeslee tubes, rather than ''Red Dead Redemption'''s strange breech-loading animation.&lt;br /&gt;
[[Image:Spencer 1860 Carbine.jpg|thumb|none|400px|Spencer 1860 Carbine - .56-56 RF.]]&lt;br /&gt;
[[File:RDR2-Spencer-1860.jpg|thumb|none|600px|The Spencer slung across Arthur's back.]]&lt;br /&gt;
[[File:RDR 2 First Look 6.jpg|thumb|none|600px|Sadie on the right with a Spencer in hand.]]&lt;br /&gt;
[[File:RDR2_spencer1.jpg|thumb|none|600px|Arthur holds a Carbine Repeater.]]&lt;br /&gt;
[[File:RDR2_spencer1_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Spencer_Carbine_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2_spencer2.jpg|thumb|none|600px|Topping up the magazine with a Blakeslee tube.]]&lt;br /&gt;
[[File:RDR2_spencer3.jpg|thumb|none|600px|He holds the carbine while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Trapdoor 1873==&lt;br /&gt;
The [[Trapdoor Springfield Rifle|1873 Springfield Trapdoor Rifle]] appears in the game as the &amp;quot;Springfield Rifle.&amp;quot; Unlike the previous game, the Springfield is now the full-length rifle and correctly holds a single round instead of four.&lt;br /&gt;
[[Image:UmbertiTrapdoorFullSize.jpg|thumb|none|400px|1873 Springfield Trapdoor Rifle - .45/70]]&lt;br /&gt;
[[File:RDR2-spring1.jpg|thumb|none|600px|Holding the Springfield.]]&lt;br /&gt;
[[File:RDR2-spring2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Springfield_Trapdoor_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2-spring3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;==&lt;br /&gt;
The [[Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;]] appears as the &amp;quot;Lancaster Repeater.&amp;quot; This is a rather odd choice as by 1899, Winchester rifles like the Model 1873, 1892, and 1894 would have been more widespread. Customizing the frame with steel makes the gun look like the [[Winchester Model 1873]]. U.S. Army soldiers are seen with the Winchester Model 1866, which is wildly inaccurate as they should be using the Krag-Jørgensen, and unlike the [[Red Dead Redemption|previous game]], there's no &amp;quot;it's not included in the game!&amp;quot; excuse to fall back on this time.&lt;br /&gt;
[[Image:Winchester66.jpg|thumb|none|400px|Winchester 1866 &amp;quot;Yellow Boy&amp;quot; Carbine - .44 RF]]&lt;br /&gt;
[[File:RDR2-winyell1.jpg|thumb|none|600px|Holding the Lancaster.]]&lt;br /&gt;
[[File:RDR2-winyell2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Winchester_ADS.jpg‎|thumb|none|600px|Aiming down the sights. Here the rifle is customized with steel, making it look like a Model 1873.]]&lt;br /&gt;
[[File:RDR2-win3.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:RDR2-winyell4.jpg|thumb|none|600px|Holding while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1890==&lt;br /&gt;
The [[Winchester Model 1890]] appears as the &amp;quot;Varmint Rifle.&amp;quot; Being a .22 Caliber weapon in-game, it comes with its own ammo type. &lt;br /&gt;
[[Image:Win1890.jpg|thumb|none|400px|Winchester Model 1890 - .22 Short Rimfire]]&lt;br /&gt;
[[Image:RDRII_Varmint.jpg|thumb|none|600px|The Varmint Rifle on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_Varmint1.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:RDRII_Varmint2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1890_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Varmint3.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]] returns from the previous game as the &amp;quot;Semi-Automatic Shotgun&amp;quot;. The game takes place in 1899, making the Auto-5 technically anachronistic - while John Moses Browning began designing the shotgun in 1898, production did not officially begin until 1902. &lt;br /&gt;
[[File:RemingtonRiot11.jpg|none|thumb|400px|Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[File:RDR2-BrowningAuto5.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RDRII_Browning1.jpg|thumb|none|600px|The Browning Auto on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_Browning3.jpg|thumb|none|600px|Holding the &amp;quot;Semi-Automatic Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_Browning2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Browning_A5_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Browning4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_Browning5.jpg|thumb|none|600px|Holding while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun]] with exposed hammers is the first shotgun received and is commonly used by NPCs.  &lt;br /&gt;
[[File:Rem1889.jpg|thumb|none|400px|Remington Model 1889 - 12 Gauge]]&lt;br /&gt;
[[File:RDR2-DoubleBarrel.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RDR2-Arthur-Double-Barrel.jpg|thumb|none|600px|Arthur Morgan holds the Double Barrel.]]&lt;br /&gt;
[[Image:RDRII_dbshot1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Double_Barrel_Shotgun_ADS.jpg|thumb|none|600px|Aiming down the sights, not that you ever need to with this gun...]]&lt;br /&gt;
[[Image:RDRII_dbshot2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Shotgun==&lt;br /&gt;
Charles Smith uses a [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed Off Shotgun]] as his weapon of choice. It is acquired by the player early in the prologue and is occasionally used by NPCs. Unlike the first game, it has exposed hammers. It can be dual-wielded in pairs or with another weapon. &lt;br /&gt;
[[Image:Sawed off exposed hammers.jpg|thumb|400px|none|Sawed off side by side shotgun with exposed hammers - 12 gauge]]&lt;br /&gt;
[[File:RDR 2 Trailer 3 Van der Linde Gang.jpg|thumb|none|600px|Smith, seen opposite Sadie Adler, with the sawed-off shotgun.]]&lt;br /&gt;
[[File:Sawn-off_Shotgun1.jpg|thumb|none|600px|Holding a single Sawed-Off Shotgun.]]&lt;br /&gt;
[[File:Sawn-off_Shotgun_ADS.jpg|thumb|none|600px|Aiming down the sights. Not that it's necessary.]]&lt;br /&gt;
[[File:RDR_2_Sawn_off_Dual_Weild.jpg|thumb|none|600px|Dual wielding a pair of sawn-off double barrel shotguns. Note that the weapon on the left has a leather wrap foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears as the &amp;quot;Repeating Shotgun&amp;quot;. It's possibly the 10 gauge version, as it is the most powerful shotgun in the game. It also has a capacity of six shells, the most out of all shotguns. It's first available for purchase during Chapter 6.&lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|400px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[Image:RDRII_win87_1.jpg|thumb|none|600px|The Winchester M1887 on the gunshop table.]]&lt;br /&gt;
[[Image:RDRII_win87_2.jpg|thumb|none|600px|Holding the &amp;quot;Repeating Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_win87_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1887_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_win87_4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_win87_5.jpg|thumb|none|600px|Holding while riding.]]&lt;br /&gt;
[[Image:Winchester_1887_from_horseback_RDR2.jpg‎|thumb|none|600px|Holding a [[Winchester Model 1887]] while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] is available as the &amp;quot;Pump-Action Shotgun&amp;quot;. Unlike ''[[Red Dead Redemption]]'', the weapon is available from one of the early chapters, rather than being a late-game weapon.&lt;br /&gt;
[[Image:WinchesterM1897.jpg|thumb|none|400px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:RDR 2 First Look 14.jpg|thumb|none|600px|John holds the Winchester in his left hand while firing a Schofield.]]&lt;br /&gt;
[[Image:RDRII_Win97_1.jpg|thumb|none|600px|The Winchester M1897 on the gun shop table. The trigger guard is taken from the later [[Winchester Model 1912|Model 1912]].]]&lt;br /&gt;
[[Image:RDRII_Win97_4.jpg|thumb|none|600px|Holding the &amp;quot;Pump-Action Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_Win97_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1897_ADS.jpg|thumb|none|600px|Aiming down the sights. Note that the weapons can be customized with a variety of materials; this M1897 has a brass frame.]]&lt;br /&gt;
[[Image:RDRII_Win97_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_Win97_5.jpg|thumb|none|600px|Holding while on horseback]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Gatling Gun==&lt;br /&gt;
Two long 1874 model [[Gatling Gun]]s mounted on artillery carriages with ammunition boxes make an appearance in Fort Mercer. Unlike the first game, it comes with a top-mounted magazine.&lt;br /&gt;
[[Image:Gatling.jpg|thumb|none|400px|Colt Gatling Gun with Bruce Feed Guide - .45-70]]&lt;br /&gt;
[[File:RDR 2_gatling4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_gatling5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim 1895==&lt;br /&gt;
Replacing the previous game's anachronistic [[Browning M1917]], the far more period-appropriate [[Maxim 1895]] is used throughout the story. Characters in the game continuously refer to this weapon as a &amp;quot;Gatling Gun.&amp;quot; This is either intentional period specific slang meaning &amp;quot;machine gun&amp;quot; or it's an oversight by the developers who possibly had Gatling Guns planned for certain story missions. &lt;br /&gt;
[[File:Maxim1895.jpg|thumb|none|400px|Maxim 1895 on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:RDRII_Browning.jpg|thumb|none|600px|Arthur Morgan firing a Maxim 1895. He doesn't seem to be using the sights (though, to be fair, it's not like he could if he wanted to, seeing as his hat's in the way).]]&lt;br /&gt;
[[File:RDR2-Maxim.jpg|thumb|none|600px|An unprepared Maxim in the camp.]]&lt;br /&gt;
[[File:RDR2-Maxim1.jpg|thumb|none|600px|Arthur manning the Maxim.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1917==&lt;br /&gt;
The [[Browning M1917]] makes a cameo in the combat awards.&lt;br /&gt;
[[Image:BrowningM1917.jpg|thumb|none|400px|Browning M1917 - .30-06]]&lt;br /&gt;
[[File:RDR2-BrowningMG.jpg|thumb|none|600px|The symbol is at the top left.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
Arthur Morgan can also utilize a bow. It is a useful weapon for silent kills and can also be used for clean hunting kills on animals. The bow is capable of utilizing multiple types of arrows, including poison and incendiary arrows. &lt;br /&gt;
[[File:RDR 2 First Look 11.jpg|thumb|none|600px|Arthur with the bow in a promotional screenshot.]]&lt;br /&gt;
[[File:RDR 2 bow1.jpg|thumb|none|600px|Arthur holds the Bow.]]&lt;br /&gt;
[[File:RDR 2 bow2.jpg|thumb|none|600px|He draws back the bowstring.]]&lt;br /&gt;
&lt;br /&gt;
==Model 1841 6-Pdr Smoothbore Field Gun==&lt;br /&gt;
Several destroyed Model 1841 6-Pdr Smoothbore Field Guns can be seen on the former battlefield of Scarlett Meadows. On &amp;quot;Riley's Charge&amp;quot; there also intact and destroyed Field Guns.&lt;br /&gt;
[[File:RDR 2_cannon.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_cannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Revolving Cannon==&lt;br /&gt;
On Guarma island, Arthur can use a [[Gatling Gun|Hotchkiss Revolving Cannon]] to sink a Cuban armored ship.&lt;br /&gt;
[[File:RDR 2_gatling1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_gatling2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_gatling3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mountain Gun==&lt;br /&gt;
Several [[Hotchkiss Mountain Gun]]s can be seen on Guarma island. The player has the option of using one to blow open a wall in a later mission during Chapter 6. It's also the standard artillery for the U. S. Army.&lt;br /&gt;
[[Image:M 1886 1.65Hlmr.jpg|thumb|none|350px|M1886 Hotchkiss light mountain rifle - 42 mm (1.65 in)]]&lt;br /&gt;
[[File:RDR 2_hotch1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Red Dead Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Western Video Game]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1305819</id>
		<title>Talk:Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1305819"/>
		<updated>2019-11-05T01:35:10Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Oden, bleyat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like MagPul MS4 slings on those MCXs, so far the general design, animations, weapons/gear look great, i can only hope that the gameplay doesn't feel too arcadey and a bit more realistic (mix of both) then i would buy another CoD since the MW trilogy and WAW days.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 08:26, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== B&amp;amp;T APC556 ==&lt;br /&gt;
&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I think I got most weapons but this one here is rather difficult. If you look at its side while the soldier is moving the receiver looks very flat and the only weapons coming to my mind being so flat is the B&amp;amp;T APC556.&lt;br /&gt;
&lt;br /&gt;
What did you think? --[[User:Grasyl|Grasyl]] ([[User talk:Grasyl|talk]]) 09:02, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:Rrt877 codmw2019 unknowen rifle 2.jpg|thumb|none|600px|APC556 held by an SAS Recon.]]&lt;br /&gt;
:Honestly, for firearms seen from such a distance/in small detail like this (it applies to a couple of weapons on the main page as well), it's better to wait for more content to come in future trailers instead of going ahead and speculating about literally every bit of weapon currently seen. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== One more rifle from promo-material ==&lt;br /&gt;
https://cdn.discordapp.com/attachments/529979003826601986/583658085827084310/3.jpg&lt;br /&gt;
Any thoughts? &lt;br /&gt;
--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 09:33, 31 May 2019 (EDT)&lt;br /&gt;
:It's an HK433, just with an AAC Honey Badger-like stock. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 31 May 2019 (EDT)&lt;br /&gt;
::Okay. This picture is from press-kit, provided for game journalists, but to avoid any troubles, the writer wouldn't share with all of pics. At least for now.--[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 10:10, 31 May 2019 (EDT)&lt;br /&gt;
:::[https://cdn.discordapp.com/attachments/529979003826601986/583658084254351380/5.jpg One more image ], better view on a M4&lt;br /&gt;
::::That Aimpoint is mounted way too low. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:13, 31 May 2019 (EDT)&lt;br /&gt;
Really not sure that’s an HK433. It looks integrally suppressed and the stock doesn’t match. Is it not some sort of SIG MCX variant? I thought it was a suppressed Rattler at first, but the magwell looks different  --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:38, 1 June 2019 (EDT)&lt;br /&gt;
:Nah, looks nothing like an MCX. It is indeed an HK433, just a customized one. I get the feeling that we'll get &amp;quot;stock&amp;quot; customization option again, which could explain how they added that sliding stock on it (as well the MPi-KMS-72 style stock on the AK)... we'll see if it's the case when we got more details. Plus, note the shape of the receiver (especially behind and in front of the ejection port), the paddle magazine release and the reversible charging handle's location (above the handguard), all of which match the HK433 and not any variant of the MCX. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:35, 1 June 2019 (EDT)&lt;br /&gt;
::Also the cuts on the frontal side of the well mag are typical HK433. However, I think that the real HK433 can't be integrally suppressed nor accept telescoping stocks. Funny thing is that apparently even the devs know this so they attached the PDW stock to nothing or is it just me seeing things? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 10:55, 1 June 2019 (EDT)&lt;br /&gt;
My bad on the MCX front, but in my defence I said some “sort of MCX”. Still, i’m not entirely convinced its a ‘433 either. The stock is probably custom, as per the above comment, but front end doesn’t quite match (unless it angle of the shot),  there’s no integral suppressed ‘433. The ejection port and lower receiver is a clear match though (on my second look). I dunno, guess we will have to wait and see. I quite like the ‘433 design so would be nice to see it. Personally hope they bring back the skins from MW:R or better yet, customisation similar to Wildlands --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:27, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Unknown bolt-action==&lt;br /&gt;
[https://i.redd.it/m0z9lqftxi131.jpg I don't know what this could be.]--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 15:15, 31 May 2019 (EDT)&lt;br /&gt;
:I've read somewhere that it might be the FN Ballista ala BO2 style, but I'm conflicted. Some details match but others like the stock are different. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 16:45, 31 May 2019 (EDT)&lt;br /&gt;
::From the size, the proportions, and the flat, sloped upper receiver, I'm tempted to say that it's a [[PGM Hecate II]], though it doesn't seem to be a precise match. It seems like some of these guns might have customizable parts, though maybe I just have a hard time believing that the coat-hanger stock is gonna be standard and/or an attachment for the AK. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:54, 31 May 2019 (EDT)&lt;br /&gt;
Looking at the receiver shape my thought was definitely something by PGM --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:40, 1 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Russian DVL-10 for me, but magwell is different and magazine looks too wide for .308 --[[User:Iskorka416|Iskorka416]] ([[User talk:Iskorka416|talk]]) 19:33, 16 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think its a Victrix Armament rifle, doesnt look 100%, but the closest I found -- [[User:Hijeffrey95|Hijeffrey95]] ([[User talk:Hijeffrey95|talk]]) 12:19, 27 June 2019&lt;br /&gt;
:I did also think of some anti-materiel rifles such as the Victrix Corvus, but yeah it doesn't exactly match it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:37, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==2v2 Gameplay footage==&lt;br /&gt;
[https://www.youtube.com/watch?v=Bv5JqiEfxoQ Here.] --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:11, 11 July 2019 (EDT)&lt;br /&gt;
:Some stuff worth noting - the P320 is called the &amp;quot;M19&amp;quot;, after its designation; the standard mag holds 10 rounds, and the 21-round extendo holds 15. The FAMAS fires in 3-round bursts, has aftermarket irons on top of its standard ones, and demonstrates a complete lack of understanding as to how decimal points work (.556 inches would make it an anti-materiel rifle, whereas .556 millimeters would be a literal gun for ants). The bolt-action sniper rifle is an [[Accuracy International AX50]], the 870 is an MCS that they're calling the &amp;quot;Model 680&amp;quot; for some reason, and the [[MG4]] is called an &amp;quot;M91&amp;quot; (probably implying a US military designation), with 75 round being the &amp;quot;Extended Mags&amp;quot; capacity, so the standard is probably 50. Shotguns are also either secondaries or primaries now, and among them is the &amp;quot;725&amp;quot; [[Over and Under Shotgun|over/under]]; the name implies a Browning Citori, though [[Call of Duty: Black Ops#Beretta Model 682|the series is no stranger to misnaming O/Us]]. There are 2 different kinds of stun grenade (an [[M84 stun grenade|M84]] and a [[Model 7290 flashbang grenade|M7290]]), though we didn't actually get to see what the normal frag grenades are. Oh, and the [[RPG-7]] has a new reload animation for the first time in ever, though I'm pretty sure that the rocket still doesn't have a booster charge. It also has a melee attack where you jab them with the rocket, even though an RPG-7 warhead's only safety system is a screw-in nose cap, so doing that would blow you straight to kingdom come. Anything else? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:05, 11 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The MG appears to be MG5 not MG4. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 20:13, 11 July 2019 (EDT)&lt;br /&gt;
:::Yeah, it's definitely an MG5. Also, that &amp;quot;M19&amp;quot; name is pretty much a goof lol; the P320 in reality is designed as M17 and M18, depending on the size. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:08, 14 July 2019 (EDT)&lt;br /&gt;
::::I quite like how they've done the animations for this one. Particularly the handguns, the way the screen shakes in conjuction with the jerkiness of the muzzle flip makes it seem like the player character is an actual human controlling recoil rather than a robot who can hold a perfect aim at all times.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:19, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Modern Warfare 2011 ==&lt;br /&gt;
&lt;br /&gt;
I can’t help feel that the weapons list is well...dated!&lt;br /&gt;
&lt;br /&gt;
Famas...dropped by French for Hk416 because its outdated&lt;br /&gt;
&lt;br /&gt;
L86 rarely used by British Army and completely replaced as of April 2019&lt;br /&gt;
&lt;br /&gt;
AUG, Mp5, M14 really? &lt;br /&gt;
&lt;br /&gt;
Desert Eagle ffs come on!&lt;br /&gt;
&lt;br /&gt;
Even the M4A1 feels rehashed, afterall if were playing tier 1 Operators who use Mk18’s or C8’s (in SAS’ case) should the game not match the reality? &lt;br /&gt;
&lt;br /&gt;
--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 05:20, 14 July 2019 (EDT)&lt;br /&gt;
:Just because an older gun has only been recently replaced by a newer gun does not mean all previous guns in a nations inventory magically disappear into the ether. Many nations still use the M4, AUG, MP5, and M14 as well. The Desert Eagle is a series staple, so I'm not surprised it makes another appearance. The game has plenty of new guns as well, such as the Sig MCX, the M17, the HK433, and so on, so far it seems to strike a decent balance between classic Call of Duty guns and up to date guns.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 15:36, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
;:There were quite a few FAMASs in the recent Bastille Day parade; the French haven’t fully rolled out HK416Fs overnight since officially adopting them.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:51, 14 July 2019 (EDT)&lt;br /&gt;
Very true but there are also older weapons that have never appeared in COD before that could have been used instead. I mean why have the L86 when an RPK74 which is more widespread and has seen more use than the L86. Every time COD wants a bullpup it goes AUG and Famas, why not L85A2, CR21 or any other multitude of bullpup choices. I’m just saying the choices seem very safe and “copy/paste” to me. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:02, 14 July 2019 (EDT)&lt;br /&gt;
:Huh? The AUG and the FAMAS didn't make a lot of appearances in the CoD universe (the only ''main'' games in which they appeared are MW2 and &amp;lt;small&amp;gt;*facepalm*&amp;lt;/small&amp;gt; Black Ops - unless you consider the &amp;quot;futurized&amp;quot; versions in BO3/BO4), and from what I've read the AUG is one of the most reliable bullpup weapons, so its appearance is legit. Also come on, the MP5 is one of the most popular submachine guns worldwide (if not ''the'' most popular), you certainly can't avoid putting it in the game. I definitely agree that the L86 is a dumb choice though, and we all know the issue with the Desert Eagle, although in the later case you could argue that it has become an iconic weapon in the MW series, so players will have fun again with it in multiplayer. The devs should have put a Mk 14 EBR as opposed to that &amp;quot;modernization&amp;quot; attempt of a normal M14. Other than that, I'm happy with the presence of weapons such as the P320, MCX VIRTUS, MG5, and '''especially''' the Remington 870 MCS, which should have been included in the MW series from the start (as opposed to those weird choices of Winchester 1200 and SPAS-12). I'm hoping they will add some firearms such as the Saiga 12, SIG MPX, HK417, SR-25, Glock 17, Mk 23 Mod 0, etc. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:02, 14 July 2019 (EDT)&lt;br /&gt;
Yeah my bad Its probably because both the Aug and Famas were rinsed in both MW2 and Blops. They could have at least picked the Thales F90 for a modern Aug and there are plenty of better choices than the Famas! The MP5 i have no issue with. It is still the premier CT SMG used worldwide and deserves it place. The MK14 would have been a better choice I agree, but I would have picked G28/417 or SR25 EC over it for a more modern touch. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 07:59, 20 July 2019 (EDT)&lt;br /&gt;
:In fairness, the AUG shown in-game is the 9mm SMG version (the Thales doesn't have such a counterpart), and it's not like there are many other choices of current-production bullpup SMGs besides the FN P90, IWI X95 9mm, and QCW-05 / CS/LS2. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:26, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Raw multiplayer footage ==&lt;br /&gt;
&lt;br /&gt;
Some new MP footage got released today. More of the same, but without the screaming streamers and featuring several new weapons. &lt;br /&gt;
&lt;br /&gt;
Watch it here: https://www.youtube.com/watch?v=rVnJvZjMNCs&lt;br /&gt;
&lt;br /&gt;
What I noticed right off the bat:&lt;br /&gt;
&lt;br /&gt;
-An AK-47 with an RPK style barrel. An attachment or visual customization of some sort, I think. Other than the barrel, the AK's layout was pretty typical.&lt;br /&gt;
&lt;br /&gt;
-Some kind of (integrally suppressed?) bolt-action sniper rifle that I cannot identify for the life of me.&lt;br /&gt;
&lt;br /&gt;
-A .357 magnum revolver, probably a Smith and Wesson. &lt;br /&gt;
&lt;br /&gt;
-A compact AR-15-style rifle.&lt;br /&gt;
&lt;br /&gt;
-An MG42-type machine gun, maybe supposed to be an MG3? It appears to have the MG34's Panzerlauf stock. &lt;br /&gt;
&lt;br /&gt;
-The SIG-Sauer MCX made an appearance. It's known as the &amp;quot;M13.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Some kind of bullpup assault rifle that I can't identify but vaguely looks like a QBZ-95.  &lt;br /&gt;
&lt;br /&gt;
--[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 18:10, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is an MG34, yeah in a modern game. And the AK is either type II or III. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:11, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The bullpup rifle was a [[ShAK-12]], interestingly enough, with some serious recoil along for the ride. It also holds 40 rounds in what appears to be a 20-round magazine. Oh, and don't forget the [[Marlin Model 1894]], which I'm guessing will be classified as a sniper rifle in-game. As for the MG34, it's not ''that'' far-fetched; some have turned up in combat zones in the Middle East, which is where I assume at least some of the campaign will be taking place. A fair bit less plausible is the 100-round capacity that they've blessed the 50-round belt drum with. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 19:53, 18 July 2019 (EDT) P.S.: Speaking of capacity, I really don't get why they felt the need to give the [[SIG-Sauer P320|P320]] a 10-round default mag and a 15-round extended one; unless it's supposed to be in a different caliber, it should hold 15 in a standard mag, while the extendo looks like the full-size version's 21-rounder.&lt;br /&gt;
&lt;br /&gt;
:::As always, gameplay balancing I guess. --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:55, 18 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Maybe the MG 34 is a “kit” for the MG5? It at least sounds better than the MG 42 in WWII, I’ll give it that.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:18, 18 July 2019 (EDT)&lt;br /&gt;
:::::I hope they don't bring back the &amp;quot;kit&amp;quot; system of firearm variation. Agreed on the audio being leagues better than previous CoDs, there's some nice impact to it now. CoD: WW2 made all their guns sound like someone flicking pebbles at a sheet of tin.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:31, 19 July 2019 (EDT)&lt;br /&gt;
::::::Funny thing is that [[Talk:Battlefield 4#Revolver reloads|I mentioned]] two months ago the fact that I hadn't seen yet the &amp;quot;universal&amp;quot; revolver reloading technique in a video game, aaaaaaaaand it ended up in this game :D I'm fairly sure the Marlin isn't a Model 1894, but likely &amp;lt;s&amp;gt;a 336&amp;lt;/s&amp;gt; an 1895, given the trigger guard and the ejection port (the latter having been seen in an earlier video). Regarding the compact AR-style rifle, I'm pretty sure it's a shorter version of the already present MCX VIRTUS (we can exclude the Rattler, since the handguard looks longer than it). The 870 MCS wasn't pumped after a partial reload, which (likely, but I'm not holding my breath) means we will finally see different partial/empty reloads for shell-by-shell reloading shotguns (the only time it was done in a Call of Duty game is... get this, in the 13-year old CoD3). &amp;lt;s&amp;gt;Where I'm less impressed though, is the AK-47 part: while I can excuse its presence since there is also a more modern AK shown in the reveal trailer, the devs ''once again'' chose to slap a ribbed receiver cover on it.&amp;lt;/s&amp;gt; --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 08:06, 19 July 2019 (EDT)&lt;br /&gt;
:::::::EDIT: I checked again, and it appears that the receiver cover is appropriately smooth. I appreciate the recent edit, Aidoru. I previously didn't look ''very'' closely (and it was likely at lower quality), and some scratches on the cover made it seem like a ribbed one. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:29, 2 August 2019 (EDT)&lt;br /&gt;
::::::::Speaking of AK, if the Russian Federation armed forces show up in this game, I would faint if they used an AK-74 instead of an older AK model. At least give me an AK-12 or an AK-15. At the very least, I hope to see more modern Russian weapons instead of Russians running around with FAMASs, AUGs, FALs, and Strikers like in Modern Warfare 2 and 3. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 15:19, 19 July 2019 (EDT)&lt;br /&gt;
:::::::::Just make it the ''mass production'' AK-12 and/or -15 instead of the 2012 prototype that's getting into XM8 levels of overuse. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:17, 1 August 2019 (EDT)&lt;br /&gt;
Amen to that! I’m hoping they use AK74’s as well not the AKM every game seems to depict. AK15 would be preferable but given the rebels part take place in past, ‘74 would be better suited. Personally I would have had the AK74 and RPK in this game and included the AK12 and RPK16 as “skins” like MW:R. Do you think they will add the F2000 in as that has shown up on Syria in a few clips/photos --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:06, 20 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, new gameplay uploaded on InfinityWard's official youtube channel. A lot more focus on the MCX and 870 this time. I wonder what triggers the player characters usage of the thumb-over-bore grip, the length of barrel/type of grip, or maybe its a faction specific thing.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:33, 13 August 2019 (EDT)&lt;br /&gt;
https://www.youtube.com/watch?v=cJ-fuJRgqUc&lt;br /&gt;
&lt;br /&gt;
== Mk 18 ID ==&lt;br /&gt;
Are we sure it's a Mod 1? Not a lot can be gleaned from the image, but it looks like it's just a Mod 0 with a PRI folding front sight block. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:53, 22 July 2019 (EDT)&lt;br /&gt;
:[http://youtu.be/CDeKijb1e7M?t=544 Here's] some gameplay footage of it, if it helps. But anyway, judging by the video linked below, the weapon has the front sight on the railed handguard by default, but customization options do include a folding front sight block and a traditional AR-15 front sight. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:24, 22 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Customization teaser ==&lt;br /&gt;
&lt;br /&gt;
[https://twitter.com/callofduty/status/1153349005319032832 Looks pretty extensive.]--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:04, 22 July 2019 (EDT)&lt;br /&gt;
:Ohhhh, I think I'm gonna enjoy this --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 14:43, 22 July 2019 (EDT)&lt;br /&gt;
::Couldn't they add the M26 MASS as opposed to that outdated (and recycled) Masterkey? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:00, 22 July 2019 (EDT)&lt;br /&gt;
:::Looks cool. I just hope they don't go overboard with the skins (no animated neon pink tigerstripes with diamonds please), or lock some of the customization options behind lootboxes/ridiculous grinds.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:47, 23 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Trailer ==&lt;br /&gt;
&lt;br /&gt;
The multiplayer reveal came out; [https://www.youtube.com/watch?v=J7Ivdq5E-fs here's a link.] Looks pretty interesting so far; I've got some things to point out, but what I don't have right now is time. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 13:59, 1 August 2019 (EDT)&lt;br /&gt;
: There's also a full live stream of gameplay going on right now, so someone should probably sift through that after it finishes. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:32, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Revolver==&lt;br /&gt;
Looks like it could be a Smith and Wesson Model 586 with the barrel inletted for a scope mount. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 19:19, 1 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== IGN Loadout montage video ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=iiKHyejWvzQ&lt;br /&gt;
&lt;br /&gt;
They go through all the guns available in the beta but not all the customisation options. They mention how it's possible to do things like add a 5.45mm &amp;quot;conversion kit&amp;quot; to the AK to turn it into a 74. And an unmodified L86 is just a bog-standard L85. Should probably follow the Payday 2 guide of putting entries for every complete weapon you can turn each gun into.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
== FN FAL/DSA 58  ==&lt;br /&gt;
&lt;br /&gt;
Noticed this in a screen&lt;br /&gt;
https://imgur.com/a/AtTaJ5u&lt;br /&gt;
&lt;br /&gt;
Not sure how to edit on here though, apologies...&lt;br /&gt;
:I get myself a FAL, and it's a classic one as opposed to the weird looking one in MW2! I'm happy. --[[User:PyramidHead|PyramidHead]] ([[User talk:PyramidHead|talk]]) 20:49, 2 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Price's carbine ==&lt;br /&gt;
&lt;br /&gt;
So, as seen on the page, the Noveske with a VLTOR upper is the closest ID that I found over two weeks ago for the carbine held by Capt. Price in the game cover and other artwork. For anyone who would like to take a close look at the weapon and see if there's a better match or some noteworthy info, [http://i.jeuxactus.com/datas/jeux/c/a/call-of-duty-modern-warfare/xl/call-of-duty-modern-war-5cf00acc5610e.jpg here's] a very high resolution image of it, and [http://www.gamenite.de/wp-content/uploads/2019/05/CallOfDutyModernWarfare2019.jpg here's] a nearly full view of the weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 10:43, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Prediction==&lt;br /&gt;
Probably the MW Remastered weapons will be in the game. Their names and aestetyc don't match with the original COD. MW but match with the new one. PKM and FAL are already confirmed.So the &amp;quot;Prokolot&amp;quot;,&amp;quot;D-25S&amp;quot;,Saiga-12,Cheytac M200,&amp;quot;Fang 45&amp;quot; are on the table.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 03:28, 12 August 2019 (EDT)&lt;br /&gt;
:I doubt any of the fictional weapons will make it in. The SAIGA-12 and Cheytac M200 might, but not the Prokolot, D-25S or Fang-45.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 09:25, 12 August 2019 (EDT)&lt;br /&gt;
::Yeah, I'd agree - I mean, the FAL that we've seen so far is pretty clearly just an ordinary FAL, not the weird hybrid AR-ish thingy from ''MWR'' that resembles a lot of things but isn't quite any of them. It seems to me like this game's arsenal will be more or less proprietary. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:25, 12 August 2019 (EDT)&lt;br /&gt;
Those dumb fictional weapons? No. Just no. They shouldn't have been in MWR in the first place; that game started very well with improvements on realism regarding weapon models, etc., but the devs pretty much ruined it with those frankenguns. Thankfully this most likely ain't happening with the new MW, considering that this is Infinity Ward, and not Raven Software, [[Call of Duty Online|who was already known for creating frankenguns]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:09, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
I doubt we'll see ''any'' reuse of weapons from previous CoDs - the work required for the new attachment system would probably make converting old models not worth it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 14:43, 12 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Frankenguns==&lt;br /&gt;
Now with the new gun customization, it appears that they will crank up to 11 the frankengun-ism. I am wondering about the AK customization in particular. They widely advertised that it is possible to customize the default AK47 into an &amp;quot;AK74u&amp;quot; however, what it actually does is to outfit it with an AKS-74U's wooden handguard and a [https://www.k-var.com/flash-hider-cone-design-for-762x39-24x15mm-rh-threads-us-made 7.62 x 39mm krinkov muzzle]. Now, this is all good when we speak about a 7.62 x 39mm AK but the thing is that this same setup (AK47 base) can be outfitted with 5.45x39mm mags while retaining the base AK47 receiver. So the question is would it be possible to somehow achieve this in reality, like maybe put the internals of a 5.45x39mm AK into a 7.62 x 39mm receiver? Could this work mechanically because that is precisely what we got in the game?&lt;br /&gt;
&lt;br /&gt;
Also would there be any issue with attaching a 20&amp;quot; barrel to an Mk18 or M4A1 or whatever similarly to what can be done in game? Man, this new customization system is cool but it's gonna raise a lot of questions. Also, I think maybe we should split all of the submodification items from the main weapons into a separate section like what we've done with BFV's &amp;quot;cosmetic modifications&amp;quot; section because the way things are currently listed on the MW page is gonna cause a lot of confusion like &amp;quot;What? That ain't Mk18 no more, it's an M16 bruh... but why then it shoots in full auto huhh???&amp;quot; --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:06, 16 August 2019 (EDT)&lt;br /&gt;
:Regarding your first question about AKs, it'd essentially be a custom build, grafting (and probably hand-fitting) AKS-74U parts into an original AK-47 receiver. For the second, there shouldn't be any issues with attaching non-standard barrels to Mk18 uppers, as 18 uppers are the same thing as A4 uppers, just fitted with shorter barrels and handguards. And, for the final one, I'd figure that the way that we have it now is probably the best bet; the ''BFV'' system works because you're less customizing one gun into another (which is what you can do here) and more attaching parts from one variant of a gun to another - for example, you can put a Mk2 stock on a Mk1 Bren, but it's still a Mk1 Bren. This is the precedent for these sorts of customization issues elsewhere; for example, it's what was done for ''[[Payday 2]]''. Hope this helps. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:04, 16 August 2019 (EDT)&lt;br /&gt;
::And regarding the M16, if you really want to avoid that full-auto/burst confusion, you could probably identify the section as a Colt Model 901/M16A3 (the full-auto counterpart of the flat top M16A4), but keep the current reference image due to the heat shield. But IMO it isn't really necessary to change it, considering that we're already saying that &amp;quot;it resembles&amp;quot; an M16A4, plus one of the weapon perks in-game do actually turn it into a 3-round burst weapon. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 15:45, 18 August 2019 (EDT)&lt;br /&gt;
:::I changed the Arsenal AR-SF section to AKS-74U as the game simply puts parts from the AKS-74U to the base AK47 receiver. Also, I think we should emphasize more on the fact that the parts from &amp;quot;secondary&amp;quot; weapons are attached to the &amp;quot;main&amp;quot; receiver. I was going to make the same to the M16A4 section but as far as I understand from the above reply, the MK18 and the M16A4 both use the same receiver, at least visually, in reality. However, the fact that the weapon (in game) by default fires in full auto means that the base receiver is the MK18 one. Now the technical impossibility in this case here comes from the 3-round burst perk you describe. If that is indeed the case then we end up with that particular receiver being able to switch between full auto/3 burst which as far as I know is not a feature of any AR receiver? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 21:59, 19 August 2019 (EDT)&lt;br /&gt;
::::Nah, I reverted it, because it's better to show what the resulting model looks like, and the in-game weapon still has a milled receiver like the AR-SF, which is not the case for the AKS-74U. For the record, the combo of an AR-SF with Krinkov flash hider and wood handguard has indeed been done in some movies like [[District B13#Arsenal AR-SF|Banlieue 13]] and [[36th Precinct#Arsenal AR-SF|36 Quai des Orfèvres]]. Now regarding the burst perk, in fairness I just mentioned how the behavior of the in-game weapon will change to 3-round burst, and that it would potentially avoid the confusion between burst/auto that you mentioned at the end of your first comment. I don't think the burst perk changes the selector markings on the weapon model itself (unlike the normal attachments), plus I'm not sure whether the perk replaces the full-auto fire by 3-round burst or it adds a burst setting alongside the full-auto/semi-auto modes. Though in response to your last question, the safe/semi/burst/auto selector does exist on the &amp;quot;M4 Commando Enhanced&amp;quot; and the &amp;quot;M4 Carbine Enhanced&amp;quot; as discussed [[Talk:M16 rifle series#Colt Model 978|here]], but either way it's kinda irrelevant, since I'm pretty sure that this &amp;quot;burst&amp;quot; perk is available on many weapons in-game, not just the &amp;quot;M4A1&amp;quot;. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 05:06, 20 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Public Beta ==&lt;br /&gt;
&lt;br /&gt;
So, a new promo trailer dropped. A couple of things were shown, namely a mine that kinda looks like a flattened TS-50 with an S-Mine sticking out of the top (I think this was already shown, but now we have a good view of it), and a PKM (thankfully enough; it'd be odd to have a PKM stock as an attachment without the gun it belongs to). More important, however, is what this trailer was ''for'': there's apparently going to be a PS4-exclusive public beta of the 2v2 mode this weekend. If any of you have a PS4 capture device, now's your time to shine. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 22:49, 19 August 2019 (EDT)&lt;br /&gt;
:Shoot, the PS4 already has a built in screencap feature, so a specific device isn't even necessary. I'm planning on downloading it, I could definitely take some screencaps.-[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:53, 20 August 2019 (EDT)&lt;br /&gt;
I just want to say that the animators at IW have really outdone themselves on this game. I love all the reload animations, the visual recoil is well done, and they even included animated fire selector switches that the player character will engage with his hand/thumb depending on the gun.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:43, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Revolver ==&lt;br /&gt;
&lt;br /&gt;
I think the revolver is [[Taurus Model 689]] at least for me it looks like one&lt;br /&gt;
--[[User:Relb357|Relb357]] &lt;br /&gt;
September 8 2019&lt;br /&gt;
&lt;br /&gt;
== P320 ID ==&lt;br /&gt;
If it lacks features indicative of the M18 (manual safety, three rail slots instead of four), shouldn't we classify it as a P320 instead? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 23:13, 12 September 2019 (EDT)&lt;br /&gt;
:It has the M18's optic cut on the slide though, and the SIG-Sauer website mentions that non-manual safety M17 pistols are planned to be shipped (I'm not sure if it also applies to the M18 though). I suppose we could alternatively identify it as a P320 RX Compact with the ROMEO1 sight removed (assuming that it ''can'' easily be removed, which I have yet to check). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 23:44, 12 September 2019 (EDT)&lt;br /&gt;
::They mention that the battery on the RX Compact's RDS can be changed without having to remove it, so I'm pretty sure it's removable. If it wasn't, that sentence would be nonsensical. I didn't know about them releasing M17s without manual safeties, though. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:10, 13 September 2019 (EDT)&lt;br /&gt;
:::Yep, plus I now checked a video; when Phil Strader talks about the RDS [http://youtu.be/HLs-qZMyL70?t=54 here], he says &amp;quot;if you don't feel like using it and you want to use regular iron sights&amp;quot;. [http://youtu.be/-ZGRJtFtaOA?t=3768 Here's] a view of the in-game gun if you're interested, but anyway it ultimately seems that the RX Compact identification is legit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:16, 13 September 2019 (EDT)&lt;br /&gt;
::::By the way, I was partly wrong in my first comment. It's actually the P320-M17 (the commercial variant of the M17 MHS) that can be offered without a manual safety, not the M17 itself. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 13:49, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==About the &amp;quot;HDR&amp;quot;==&lt;br /&gt;
Carrying on from one of the early discussions regarding the unidentified sniper rifle, [http://media.playstation.com/is/image/SCEA/call-of-duty-modern-warfare-operator-enhnaced-edition-contents-image-block-01-ps4-us-01aug19?$native_t$ here's] a higher quality image of the operator pack that includes a slightly modified version of it. And now, here's an in-game view of the weapon:&lt;br /&gt;
[[File:MW19-HDR-2.jpg|thumb|none|600px]]&lt;br /&gt;
As for my two cents, it may or may not be something like a Zastava M12 Black Spear with some sort of custom chassis and magwell, and a different bolt assembly. But then again, it's just an assumption, I just... I don't know. In the meantime, it would be appreciated if someone provides an image showing a full view of the right side; it might help us identify it. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:48, 13 September 2019 (EDT)&lt;br /&gt;
:[https://youtu.be/kOlEnrEpL5o?t=482 Here is an overview]. BTW it appears to be another frankengun again as the handguard of the handguard (yeah...) appears to be the [https://www.venturesurplus.com/products/used-m203-upper-handguard-carbine-length/ carbine length M203 GL handguard].--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 14:21, 16 September 2019 (EDT)&lt;br /&gt;
::Damn, this thing has the problem of a whole lot of the guns in ''MGS5'' - it ''kinda'' looks like a lot of things, but doesn't exactly match any of them. It sorta looks like a Zastava, it sorta looks like a Victrix Corvus, it sorta looks like an upscaled Lobaev DVL-10... and yet, in spite of this, it doesn't seem to be any of them. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:34, 16 September 2019 (EDT) P.S.: The more I unsuccessfully try to wrap my head around this thing, the more I worry that the same might be true of the .357. Granted, that thing does seem to just be a Taurus, but I fear that some may disagree.&lt;br /&gt;
:::Well, even though this might be the COD with most realistic depiction of guns, I managed to find that they deliberately gave them some subtle fictional details. For example look at [https://i.redd.it/cbxwmej5twd31.png MW's Harrier] and a [http://img.timeinc.net/time/2011/weapons/harrier.jpg real one]. Note that the real one has semi circular air intakes while the game's version has more squareish ones. Also compare the [http://www.imfdb.org/images/e/ea/DesertEagle50AE.jpg real Deagle] to the [https://youtu.be/kOlEnrEpL5o?t=505 game's version]. Note how the MW's Deagle has the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real one. I think they are doing this on purpose. If somebody comes up with a lawsuit &amp;quot;Heyyy, u can't use our weapon in ur game!&amp;quot; and bla bla they can simply claim that the weapon they depict is not the same, it has differences, minor but still.--[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 19:20, 16 September 2019 (EDT)&lt;br /&gt;
::::Infinity Ward seems to be doing these modifications in an inconsistent manner. You have a slightly fictionalized Desert Eagle with a made up name, but you also have the &amp;quot;M13&amp;quot; which is (as far as I can tell) pretty much an exact likeness of the MCX Virtus. Similiarly, they gave the MP7 its proper name, but they also gave it the same treatment as the Desert Eagle, with a fictional stock, handguard, charging handle, etc. In terms of Killstreaks, you have the notHarrier, notFrogfoot, the weird looking notPredator with an AEW rotodome alongside an accurately modelled Apache, Pave Low and A-10.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:52, 17 September 2019 (EDT)&lt;br /&gt;
::::One of the developers on Reddit actually said that was the case regarding the L86. I doubt it's really necessary (most games get away with much more accurate guns, even today), but I imagine Activision's lawyers are especially antsy because CoD has had licensing deals in the past, and I presume they're thinking that the gun companies will be watching them for use after the deal expired.--[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 07:09, 17 September 2019 (EDT)&lt;br /&gt;
I think it's an Zastava M93 Black Arrow (which has the same caliber) with a completely custom chassis and furniture. The position of the pistol grip and magazine match the M93 pretty well too.--[[User:BaileyJIII|BaileyJIII]] ([[User talk:BaileyJIII|talk]]) 09:43, 20 September 2019 (EDT)&lt;br /&gt;
:Oh wow, I haven't logged into this site for years, I know you're happy to see me again. Anyway, I'm thinking that the reason that they are doing these minor cosmetic changes to make guns and especially vehicles look less realistic is because of fear of lawsuits. There was after all this (https://www.rockpapershotgun.com/2017/11/09/humvee-manufacturer-suing-activision-over-call-of-duty-vehicles/?utm_source=feedburner&amp;amp;utm_medium=feed&amp;amp;utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29) (I forgot how to format links properly, sorry) case some years ago and I'm thinking Activison wants to avoid that happening again. This doesn't answer why some guns look more or less like their real counterpart though. Another reason could be political. Some might say that it's &amp;quot;problematic&amp;quot; or something to depict guns to realistically. Then again, I'm not sure about that.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 15:15, 26 September 2019 (EDT)&lt;br /&gt;
::Yay you’re back, along with Modern Warfare! Been missing your great screenshot work my dude.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:33, 26 September 2019 (EDT)&lt;br /&gt;
:::Aaww, thank you! Sadly I won't be screenshotting this game at launch at least. I won't get it until I get a new PC, which will be some months from now. I am going to play it though. This is the first CoD game I've ever actually felt hyped for. Especially with the return of that MW3 style of survival mode (another reason for waiting due to that timed exclusivity) and those large maps with vehicles.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 16:20, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Red Dots mounted too low for ARs==&lt;br /&gt;
Even without any iron sights mounted, a red dot with a low mount is way too low to comfortable look through in some guns like the AR types, but that's how they have all the small red dots in this game and it's stupidly low [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 01:10, 11 October 2019 (EDT)&lt;br /&gt;
:Reminds me a little of Far Cry 5. That game had the same problem.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:08, 11 October 2019 (EDT)&lt;br /&gt;
Are you referring to the Aimpoint looking one? I think both the MP5 and the HK433 do not have this problem, the HK we seen in the campaign trailer has Price holding it and it looked correctly setup, it's a pita to look at i know.&lt;br /&gt;
&lt;br /&gt;
EDIT: Actually just checked and it's incorrectly setup on the 141 too, dissapointed to see Russians still operating AK-47s instead of the more appropiate AK-74m or even the 12/15. Or even more bizarrelly; Blackhawks and Little Birds, saves the developers time on creating new models i guess...--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 13:32, 20 October 2019 (EDT)&lt;br /&gt;
:I kinda hoped for a Makarov or a Grach too, hope they add more pistols down the line. The M249 SAW is also rather conspicuously absent despite being in a lot of the promotional art.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 20:13, 26 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, the 57,181GB update for play even in SP, is a bit a low hit. But according to lore, seems like is not real Russian military but a rogue forces comprised by Russian grunts and mercenaries. That couuld explain the Blackhawks and Little Birds. Hoping for a Russian shotgun. Meanwhile need to wait 2 months for play the game 'cause the size!--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 13:12, 27 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== FAL PARA ==&lt;br /&gt;
&lt;br /&gt;
Due to customization options, you can make a FAL Para in MW. Does it deserve its own section then?&lt;br /&gt;
:Different MP5s and AKs and the like get their own sections because of attachment options to make them out of the base weapon, I don't see why it shouldn't apply for the FAL. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 17:13, 1 November 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Oden, bleyat ==&lt;br /&gt;
&lt;br /&gt;
You won't believe it, but Russian for &amp;quot;Odin&amp;quot; is actually &amp;quot;Odin&amp;quot;. So unless you consider this some sort of &amp;quot;padonag&amp;quot; lingo, where people intentionally make as many mistakes as possible, this is plain wrong. It's not like we Russians call Jesus differe- oh wait [[User:DJ von CAHEK|DJ_von_CAHEK]] ([[User talk:DJ von CAHEK|talk]]) 14:45, 2 November 2019 (EDT)&lt;br /&gt;
I actually made fun of the in-game name during the beta, comparing it to the Japanese dish of the same name. --[[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:35, 4 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== AK74 variants ==&lt;br /&gt;
&lt;br /&gt;
So lets try to sort that out.. maybe&amp;lt;br&amp;gt;&lt;br /&gt;
First we got Farah's weapon. Judging from the stock it is most likely derived from either East German MPi-AKS74 or Romanian AIMS-74, however it is chambered in 7,62x39mm. Not available for player both in Campaign and Multiplayer.&amp;lt;br&amp;gt;&lt;br /&gt;
Second, in Single Player campaign a player could encounter and pick up some &amp;quot;AK-47&amp;quot; rifles with AK74-derived gas block and muzzle brake (or without the latter). These are Single player campaign-exclusive.&amp;lt;br&amp;gt;&lt;br /&gt;
As such I am very much inclined that &amp;quot;AKM&amp;quot; section be removed (weapon not present in-game actually) and to rework AK74 section.&amp;lt;br&amp;gt;&lt;br /&gt;
Would aprreciate input from other contributors before actually trying to fix the article... --[[User:RussianTrooper|RussianTrooper]] ([[User talk:RussianTrooper|talk]]) 07:30, 4 November 2019 (EST)&lt;br /&gt;
:Well, in the campaign you can actually find the 7.62mm AK combined with all the parts mentioned in the page (stamped receiver, ribbed cover, gas tube, handguard with palm swell. etc.). I guess this is enough for the AKM to actually warrant its own section. The only notable issue is that it has an AK-74's gas block and front sight block, but there's been some AKMs and similar AK derivatives modified with such parts ([[:File:WW2 AK-47 (1)-1-.jpg|this one]] from Wolf Warriors 2 is a good example). I think that an AKM modified with a 90 degree gas block is at least more plausible than (let's say) an AKM with an earlier AK-47 style gas block and gas tube.&lt;br /&gt;
:That said, I've been thinking that maybe we could simplify things, by mentioning the AK-74 before the AKM (considering that the former is more correctly modeled than the latter), and then say that the same AK-74 same setup is found loaded with 7.62x39mm ammunition, giving it an approximation of an AKM.&lt;br /&gt;
:--[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:35, 4 November 2019 (EST)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Main_Page&amp;diff=1305558</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Main_Page&amp;diff=1305558"/>
		<updated>2019-11-04T01:53:41Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Weird redirects on mobile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''See [[Talk:Main_Page/Archive_1]], [[Talk:Main_Page/Archive_2]], [[Talk:Main_Page/Archive_3]]  [[Talk:Main_Page/Archive_4]] [[Talk:Main_Page/Archive_5]], [[Talk:Main_Page/Archive_6]], [[Talk:Main_Page/Archive_7]] or [[Talk:Main_Page/Archive_8]] for older discussions''''':&lt;br /&gt;
&lt;br /&gt;
'''COMMON ISSUES, CHECK HERE FIRST:'''&lt;br /&gt;
&lt;br /&gt;
'''The page thumbnail isn't updating when I upload a new version of an image'''&lt;br /&gt;
&lt;br /&gt;
IMFDB uses a hosting service called Cloudflare. One side-effect of this is that there is a Cloudflare server between IMFDB's server and you, so uploading a new version of an image updates the image on the actual server, but it doesn't update the one stored in Cloudflare's cache for a while, and that's what people see. You can force an update to the thumbnail by changing the size of the displayed image by even a single pixel, but the image itself you just have to wait for. So just change it from, say 600px to 601px after uploading the new image and it should update on the page.&lt;br /&gt;
&lt;br /&gt;
'''I got this weird message about failing to create an image and the mwstore?'''&lt;br /&gt;
&lt;br /&gt;
For reasons that are unclear, the image uploader dislikes certain combinations of numbers being present in a filename. Try re-submitting but removing any strings of multiple numbers from the filename (eg change LordOfTheRings-1911-1.jpg to LordOfTheRings-ColtPistol-1.jpg).&lt;br /&gt;
&lt;br /&gt;
==2019==&lt;br /&gt;
May you all have a great 2019! Happy New Year! --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 16:46, 31 December 2018 (EST)&lt;br /&gt;
:Damn, I was hoping to beat everyone else to it this year. Stupid timezones... well, regardless, best wishes to everybody here! Here's to hoping that 2019 turns out well. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:58, 31 December 2018 (EST)&lt;br /&gt;
::Happy New Year! Best wishes to everybody, in all corners of our Earth! [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 18:26, 31 December 2018 (EST)&lt;br /&gt;
:::Guess what everyone? It's finally the ''[[Blade Runner]]'' year! Go get your spinners and PKD Blasters and hunt those skinjobs from the face of the Earth!--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:56, 31 December 2018 (EST)&lt;br /&gt;
:::: ^ Stay away from my pleasure model, bud! And a kickass 2019 to all. ;) [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 20:59, 31 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Foreign language titles with translated titles that start with &amp;quot;The&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So the IMFDB policy on films with foreign titles only is to use a translated title and include the original title in brackets after the title. However, when &amp;quot;The&amp;quot; appears at the start of the translated title, our policy is apparently to move it to the end of the title too. This creates confusing titles like [[Gleiwitz Case (Der Fall Gleiwitz), The]], [[White Guard (Belaya gvardiya), The]], or the extremely confusing [[Star (Zvezda), The (1949)]], which adds a year at the end of the title. These titles are very confusing for several reasons: one is that the title is partially broken up due to the &amp;quot;The&amp;quot; policy, meaning that the translated title loses its &amp;quot;The&amp;quot;, which can change its meaning. Two is that these translated titles are not actually official titles; sorting them with or without &amp;quot;the&amp;quot; is meaningless since we're sorting them by an unofficial title created solely for IMFDB. If anything, they should be sorted by their original language title. Thus, I propose that these titles should be exempt from the &amp;quot;The&amp;quot; rule, and they should use &amp;lt;nowiki&amp;gt;{{DEFAULTSORT}}&amp;lt;/nowiki&amp;gt; to sort them based on their original language titles. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:23, 12 January 2019 (EST)&lt;br /&gt;
: We add years to differentiate between same-named titles; remakes and series and so forth. It's a unilateral practice and one that I fail to see makes anything ''more'' confusing. That said, [[Rules,_Standards_and_Principles#The_American_Release_Title_takes_precedence|our rule]] on the matter seems to handle the rest of your so-called 'problem'. If there's no official title, we use a translated title except in certain instances, simple as that. This is how we do it, and have done it for all this time with - until now - no complaint whatsoever that I'm aware of. And if the translation includes a 'the' to it (and I'll grant that may be an optional linguistic liberty in some cases), well there it is. I don't think anybody's willing to get into a debate on the merits of translation and usage here. That aside this is just an extension of your previous complaint about the 'the' issue, and like that issue this is a 'problem' that again no one has raised as such other than you. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:37, 12 January 2019 (EST)&lt;br /&gt;
:: Fine. With no support, I'm not gonna pursue a policy change. But my opinion won't be changing in the slightest. The IMFDB policy is ''very'' flawed and is only maintained out of sheer laziness. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:03, 12 January 2019 (EST)&lt;br /&gt;
::: Hey I'm just one user who provided a counterargument, I don't decide things around here or anything so don't be defeated so quick - at least give it a bit and see how others respond. Not saying it will make a change happen per-say but who knows? That said you can have any opinion you like about the standards - I certainly don't agree with absolutely everything myself - but they're what we got and what we operate on; saying one way is poorer or better is mostly subjective. For the record, I'm pretty sure the RS&amp;amp;P were arrived at with some consideration and thought. Which brings me to my final 'for the record' remark: I doubt calling the rest of us lazy is going to gain you any support in anything. Just sayin'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 19:20, 12 January 2019 (EST)&lt;br /&gt;
:::: Sorry. My meanings came out wrong. I meant that the policy was &amp;quot;lazy&amp;quot; in the sense that it was never challenged despite having obvious flaws. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:05, 12 January 2019 (EST)&lt;br /&gt;
::::: Clarification accepted, and kind of goes to my original point - Maybe it hasn't been challenged because it's just not that big an issue in the first place. Again just sayin'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:03, 13 January 2019 (EST)&lt;br /&gt;
Frankly I'm unsure as to why the &amp;quot;The&amp;quot; rule exists at all aside from noone wanting to put in the effort to switch everything over. It's ugly and absolutely nowhere else does it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 19:40, 12 January 2019 (EST)&lt;br /&gt;
: We had [[Talk:Main_Page/Archive_8#The_Titling.2C_The|that discussion]] already. That being said Tamarin now you have made the insinuation I took issue with before - one that frankly peeves me quite a bit. That said, no I don't believe there is any dire need to go about such a massive wholesale change on the site that really will improve next-to-absolutely-nothing on here aside from satisfying some aesthetic ideal. Imply we're a bunch of lazy slobs for it if you want, but again that is one of the methods that is least likely to get us to consider changing anything. But perhaps no one has bothered putting forth the effort for this 'problem' because there is none and as such the effort is not nearly worth the bother. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:03, 13 January 2019 (EST)&lt;br /&gt;
::I totally agree with Stan. We have redirects for using on actors and guns pages. And site technical administrators have enough troubles with maintaining its current status, without being distracted by doubtful offers. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 14:53, 13 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weird redirects on mobile ==&lt;br /&gt;
&lt;br /&gt;
When opening the site on mobile for... let's say, the first time in a day: am I the only one who automatically gets redirected to strange websites like tlgram.me and something like sls gateway? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:57, 20 January 2019 (EST)&lt;br /&gt;
:I checked it just now (it's first time in a day) and found no problems. You are logged or not? Sometimes there are various pop-ups for unregistered users, maybe it's this case? [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 08:24, 20 January 2019 (EST)&lt;br /&gt;
::Eh, it's unrelated to those pop-ups. I'm indeed logged in, and it's almost always the Recent Changes link that I open for the first time. The issue started happening with me 2-3 months ago, and I thought it was temporary, but it's still occurring as of now. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:01, 20 January 2019 (EST)&lt;br /&gt;
:::Have you eliminated the possibility that it's malware on your phone? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:07, 20 January 2019 (EST)&lt;br /&gt;
::::Well, not that it's impossible, but aside from the fact that I commonly clean it up for maintenance/optimization, this literally only happens with this website (which is why I asked). Maybe it depends on the browser used or something; but anyway I'll make some more thorough cleanup and see if this persists. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:59, 20 January 2019 (EST)&lt;br /&gt;
:Exactly the same problem. Using Chrome on Galaxy Note 4. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 19:37, 20 January 2019 (EST)&lt;br /&gt;
:I need to chime in on this.  I've been getting this re-direct for the past few months on two different phones (Sony Xperia XZ and XZ2 Premium, both on Chrome). -- [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 21:35, 20 January 2019 (EST)&lt;br /&gt;
::^ So I'm not the only one. I'm using Chrome too, on a Galaxy device. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:14, 21 January 2019 (EST)&lt;br /&gt;
Also checked some other browsers (namely, default Galaxy's browser, Opera and UC). I didn't get redirects on default browser (the only one on my phone without any kind of adblocker). Looks like it's Chrome's problem. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 19:19, 27 January 2019 (EST)&lt;br /&gt;
:I was wrong. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 19:22, 27 January 2019 (EST)&lt;br /&gt;
This shouldn't be happening and I'm looking into it now. It's very strange because I can't consistently reproduce it. If someone has a setup where it always happens I can try and create a virtual environment with those properties and track it down. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 14:32, 26 February 2019 (EST)&lt;br /&gt;
:Looks like no more redirects. Thanks! [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 00:53, 20 April 2019 (EDT)&lt;br /&gt;
Looks like this started to happen again. Can anybody else confirm this? [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 19:35, 22 September 2019 (EDT)&lt;br /&gt;
:Can confirm.  It's back again. [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 20:53, 3 November 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Some type of Non-Gun??? ==&lt;br /&gt;
Need some help identifying this.  This pistol is obviously some kind of prop Non-Gun, as it just makes a flash once fired with no moving parts or shells ejected.  I thought it might be some Colt model at first but it looks a bit too short. [[User:Theakker3|Theakker3]] ([[User talk:Theakker3|talk]]) 19:37, 26 February 2019 (EST)&lt;br /&gt;
[[File:Colt1911NonGunSC91 1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 7.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 4.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 5.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 6.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 8.jpg|thumb|none|600px|Here is a very clear picture of it.  Any ideas???]]&lt;br /&gt;
[[File:Colt1911NonGunSC91 9.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Can anyone make out what this is?==&lt;br /&gt;
I am not too keen on revolvers to begin with.  I thought maybe a Smith &amp;amp; Wesson Model 15 but the barrel looks too short.  Anyone have any ideas?&lt;br /&gt;
[[Image:UnknownShortBarrelRevolverSC 3.jpg|thumb|none|600px]]&lt;br /&gt;
:Looks like a rubber cast of a Smith and Wesson Model 27 with a 3.5&amp;quot; barrel. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 10:43, 27 February 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
==Editing this image==&lt;br /&gt;
&lt;br /&gt;
Can't seem to edit [http://www.imfdb.org/wiki/File:Beretta8000CougarF.jpg this image] since it doesn't have a category. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 09:22, 12 March 2019 (EDT)&lt;br /&gt;
:That's a random bug that can sometimes happen. It should be fixed if an admin deletes the file and directly restores it.. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:55, 12 March 2019 (EDT)&lt;br /&gt;
::I just tried deleting the file and restoring. No change. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 11:52, 12 March 2019 (EDT)&lt;br /&gt;
:::Ok I've reuploaded it under a new file name. Can you delete [http://www.imfdb.org/wiki/File:BerettaCougarF.jpg this] and [http://www.imfdb.org/index.php?title=File:Beretta8000CougarF.jpg&amp;amp;redirect=no this]? Then we will be able to rename [http://www.imfdb.org/wiki/File:Beretta8000-CougarF.jpg this] into the original title &amp;quot;Beretta8000CougarF.jpg&amp;quot; and avoid having to change the name in all pages. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:01, 12 March 2019 (EDT)&lt;br /&gt;
::::I didn't see your message before I deleted and reuploaded the same image under the same name. It did fix it though. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:21, 12 March 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What should be done when a user objects to the decisions of an administrator? ==&lt;br /&gt;
&lt;br /&gt;
What should be done if a user objects to the actions or decisions of an administrator? If a user accuses an administrator of behaving improperly, or has a dispute with an administrator's actions (i.e. a dispute not on content, but on conduct), is there any form of arbitration process ([https://en.wikipedia.org/wiki/Wikipedia:Arbitration like on Wikipedia]) to resolve the dispute? --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:24, 5 April 2019 (EDT)&lt;br /&gt;
:Ban, of course. Administrators are therefore administrators, because nobody argues with them. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 15:40, 5 April 2019 (EDT)&lt;br /&gt;
This question is just in case, or on some specific occasion? [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 16:37, 5 April 2019 (EDT)&lt;br /&gt;
:: Eh, it is a legitimate question - I will say being an admin doesn't give one license to act or be 'high and mighty'. '''IF''' that is actually the case, mind you - Which I personally don't think to be so much, either generally or in regards to a particular admin and issue that precipitated this query (Yes you know who and what I'm talking about). For the most part the admins do just fine, yes even that sometimes overbearing Tim bastard. :P As for the question of recourse on a 'what if' basis, well, only thing I can suggest (beyond the already existing and proffered process of talking it out directly) is consulting with the other admins and/or bunni. But even I who have butted heads a time or two stress it's not something to do lightly. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:48, 5 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
For the record, my decision to ask the question is influenced by the &amp;quot;recent incident&amp;quot;, though not completely. I had personally went into conflict with the administration a few times. Most of the time I decided to back down and not pursue further when situation begins to escalate. While I was never banned because of those conflicts, the manner these previous disputes were handled made me feel uncomfortable about the administration of IMFDB. The recent incident made me decide to come out and ask if there is any form of professionally conducted arbitration process to resolve disputes that ''do'' get out of hand. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 17:13, 5 April 2019 (EDT)&lt;br /&gt;
:I'm not aware of any formal arbitration process, I always tell users to work it out on the talk page. I don't care how old you are, I expect all users to act with maturity and civility. (And if we're talking about the same user, I'd like to point out that the temporary ban has already expired.) I personally make a point to avoid publicly contradicting my fellow admins, and it would seem my fellow admins agree. The last time I saw an admin publicly contradict another, it was turning a temporary ban into a permanent one. We do have an admin only section on the forum where we can discuss things in private however. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 20:42, 5 April 2019 (EDT)&lt;br /&gt;
::There's no formal process, it's yet to have ever really been an issue. I'm sure we'll make something up if it ever does. In that specific instance, Alex was demanding I discuss something when I already ''had'' discussed it on the other user's talk page. I would say the best way is &amp;quot;discuss your issue with the admin in question&amp;quot; and the worst way is &amp;quot;edit war with the admin.&amp;quot; Or even more simply, if you're instructed to stop doing something, nobody is going to ban you for discussing the matter, but they ''are'' going to ban you for just doing the same thing again. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 00:29, 6 April 2019 (EDT)&lt;br /&gt;
:::I do agree that Alex was wrong to edit war with an admin. The event was more of a catalyst that made me decide to come out and speak up my mind.&lt;br /&gt;
&lt;br /&gt;
:::Frankly speaking, I am OK with the solution of just &amp;quot;work it all out on the talk page&amp;quot;. It's just that I guess on some level we're just not that good at discussing. Evil Tim and Slon95's discussion on whether or not the Fedorov Avtomat magazines were or were not hand-fitted for example. It escalated the situation, did not generate constructive discussion (neither side was providing verified sources of information), and ended only because one side decided to not pursue further. There's a --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 00:56, 6 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::It escalated it to a point where one side backed down, it's not ideal in any sense but it prevents some prolonged banter in the talk page about whose source is right and whose source is wrong. For my two cents, it doesn't really matter if swapping mags was accurate for a Federov or not, BF 1 would've done it anyway even if there's a well regarded source saying they didn't. This is the same game where people can somehow carry around full size M1917 machine guns without splitting in half, realism isn't their priority. --[[User:PaperCake|PaperCake]] 14:39, 6 April 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== need help identifying revolver ==&lt;br /&gt;
&lt;br /&gt;
[[image:Hdtfrevolver.jpg|thumb|none|600px|it looks like a smith and wesson model 500 but chambered in .44 magnum]]&lt;br /&gt;
&lt;br /&gt;
:Yeah, that's the extended barrel M500&lt;br /&gt;
&lt;br /&gt;
:[[Image:S&amp;amp;W500.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 500 (10.5&amp;quot; barrel) with extended ejector shroud, accessory rail, and sling - .500 S&amp;amp;W Magnum]] &lt;br /&gt;
&lt;br /&gt;
:Couple of little changes like the flash hider design and length of rail. As a videogame gun, chambering doesn't really matter because you could ''say'' it was chambered for any calibre you like. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:05, 6 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
thanks bub [[User:TheExplodingBarrel|TheExplodingBarrel]] ([[User talk:TheExplodingBarrel|talk]]) 16:09, 6 April 2019 (EDT) i also forgot to actually sign my post in the original one&lt;br /&gt;
&lt;br /&gt;
:On second thoughts, looks like they may have based it partly on [https://i.pinimg.com/736x/f3/70/3d/f3703d4c295d887195a6a44ce9501bc7--custom-guns-knifes.jpg this Performance Center gun], which is actually a Model 629. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:15, 6 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Image:Hdtfrevolver.jpg|thumb|none|600px|]]&lt;br /&gt;
:[[Image:Smith Wesson 44 Magnum Hunter 009-sm.jpg|thumb|none|600px|Performance Center Smith &amp;amp; Wesson Model 629 .44 Magnum Hunter - .44 Magnum]]&lt;br /&gt;
:Seems all they did was remove the panel that says Performance Center and mess up the flash hider a bit. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:25, 6 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
there is an unused alternate texture set that does match the 629 image you found &lt;br /&gt;
[[File:Hdtfrevolver2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[User:TheExplodingBarrel|TheExplodingBarrel]] ([[User talk:TheExplodingBarrel|talk]]) 16:32, 6 April 2019 (EDT)&lt;br /&gt;
: Was going to say the cylinder isn't nearly big enough for the X-frames. This is indeed based off the .44. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 21:48, 6 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh dear gosh, that's Hunt Down the Freeman. I (thankfully) haven't played it, but I saw footage of it on YouTube, and I can agree with everybody else you might encounter that it's one of the most laughable Half-Life mods (if not THE most laughable). I've been wondering if someone here would end up purchasing it, let alone screencapping it. @TheExplodingBarrel I wish you the best of luck :P --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:29, 2 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Need an assessment==&lt;br /&gt;
&lt;br /&gt;
Checking the [http://www.imfdb.org/wiki/Ace_Attorney Ace Attorney article] again, I don't think the pistol I IDed as a Norinco QSZ-92 is it. I may have made a mistake. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 09:26, 10 April 2019 (EDT)&lt;br /&gt;
: It has an [[M1911]] slide in the last image for whatever reason. Also, that SMG isn’t really a Grease Gun as it seems to only have a vertical foregrip, with the mag in the pistol grip like the Linda pistol.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:15, 10 April 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Was MP-131K ever imported to the USA? ==&lt;br /&gt;
&lt;br /&gt;
Well, I, as always, stumbled upon another strangest thing: [https://www.northwestfirearms.com/attachments/qzex8br-jpg.411221/]. Note that the lower version is set in the &amp;quot;Ivan's Hammer&amp;quot; configuration. Also a box magazine is declared in 5 rounds (known MP-131Ks in Russia have only the 3-round magazines, apparently due to restrictions of the laws). From what I want to ask - was it implemented in reality? Or was it just another stillborn project (speaking of import)? --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 09:13, 18 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two pages doesn't open in some browsers ==&lt;br /&gt;
&lt;br /&gt;
I got a strange problem: two pages, '''[[Severino]]''' and '''[[Osceola]]''', appear absolutely empty when opened in Internet Explorer and Chrome but they are OK in Firefox (tested on Windows 7 and Android). I copied all content from one of these page on a test page, and this test page opended correctly in IE and Chrome - so the problem is not in the page content. Titles of both pages have only standard Latin characters, no characters from extended charset. What it can be? Can anybody check these two pages in different browsers? Thanks for any help! --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 03:35, 1 June 2019 (EDT)&lt;br /&gt;
:That's weird... I tested it, and I got different results: the two pages failed to load on Firefox (Windows) and on counterparts of Internet Explorer (Windows and Android), but there's no problem on Chrome (for both platforms). --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 04:29, 1 June 2019 (EDT)&lt;br /&gt;
::Many thanks! Curiouser and curiouser, as Carroll's Alice said... --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 13:15, 1 June 2019 (EDT)&lt;br /&gt;
:::I had opened this page at the Notebook (Windows 7), Smartphone Sony and Nokia 5220 Xpress Music mobile phone. The resultes: when I had used the Notebook (Chrome and Firefox) the pages were opened without any problems, but, when I had used Internet Explorer, bath loads had been faild. When I had used the Smartphone (Chrome), both pages were failed to load. When I had used the mobile phone (opera mini), both pages were opened without any problems. A the near future, I shall trying to opens this pages at the PC (Windows XP) for another more tests. Also, I had remember, that some another pages also didn't opened on the my smartphone, but I complitely forgot it's titles. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 13:58, 1 June 2019 (EDT)&lt;br /&gt;
::::One more researches: at first I had been autorised on the Note boock in Chrome and Firefox, as Well as on the Nokia and didn't looged in at the Internet Explorer and Smartphone. After I had looged out in Chrome, the loads turns to be faild. After I had looged in in Internet Explorer, the pages become opened without any problems. So, when I had autorised, I can load this pages, when I'm not autorised, the pages didn't loads. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 14:07, 1 June 2019 (EDT)&lt;br /&gt;
:::::Many thanks! Well, I suppose that the only way to fix it would be to delete and re-create these pages. So sad. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 05:29, 3 June 2019 (EDT)&lt;br /&gt;
::::::Fixed. Case closed, thanks for help.--[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 12:01, 5 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Assessment by someone else aside from me==&lt;br /&gt;
&lt;br /&gt;
Article done [http://www.imfdb.org/wiki/Fairy_Gone right here].&lt;br /&gt;
&lt;br /&gt;
I know the show's a bit heavy fantasy that there's going to be some alterations, but I'm wondering if the base weapon I identified is a bit right at least.&lt;br /&gt;
&lt;br /&gt;
[[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 10:44, 7 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Idea==&lt;br /&gt;
I am a big Laurel &amp;amp; Hardy fan, and even though they had a lot of guns in their films, none of their films are on this site.  I want to post their movies on here.  How would you recommend going about their films?  Would Stan Laurel and Oliver Hardy each get their own page to list what guns they have used in what films, or would it just be the guns that Laurel &amp;amp; Hardy have used in what films?  They had their full-length feature films, but a lot of them are shorts (20 to 30 minutes).  I suppose that doesn't matter, as long as there are firearms in it [[User:Theakker3|Theakker3]] ([[User talk:Theakker3|talk]]) 23:33, 27 June 2019 (EDT)&lt;br /&gt;
[[Image:StanLaurel Thompson.jpg|none|thumb|500px|Stan Laurel with a [[Thompson M1928]] in Pardon Us (1931)]]&lt;br /&gt;
:Only features please. And each one would get their own page. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 00:27, 28 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Any ideas?==&lt;br /&gt;
I know the quality sucks, but can anyone identify what kind of double-barreled shotgun this is?  The movie came out in 1932.  [[User:Theakker3|Theakker3]] ([[User talk:Theakker3|talk]]) 22:42, 29 June 2019 (EDT)&lt;br /&gt;
[[Image:L&amp;amp;HTroubles Doublebarrel 1.jpg|none|thumb|500px|Billy Gilbert with a double-barreled shotgun in ''Pack up your Troubles'' (1932).]]&lt;br /&gt;
[[Image:L&amp;amp;HTroubles Doublebarrel 2.jpg|none|thumb|500px|]]&lt;br /&gt;
:Could be a Lefever Nitro Special. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 23:09, 29 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==What is the visual differences of Mauser C96 Bolo from Broomhandle==&lt;br /&gt;
Hello! Excuse me, I have some request: may somebody tell me, what is the main visual differences between Mauser Bolo and Broomhandle, which allow to made the correct ID? [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 10:36, 12 July 2019 (EDT)&lt;br /&gt;
:The &amp;quot;Bolo&amp;quot; (which isn't really an official designation; a bit like the [[MAC-10]], it's an unofficial nickname that just sorta stuck) has a shorter barrel and grip than the standard Broomhandle. Take a look:&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|500px|Here's a normal C96...]]&lt;br /&gt;
[[File:Mauser-Bolo-Broomhandle-Semi-Automatic-Pistol-3.jpg|thumb|none|500px|...and here's a Bolo.]]&lt;br /&gt;
Hopefully that clears things up. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 11:04, 12 July 2019 (EDT)&lt;br /&gt;
::A great thanks! So, the &amp;quot;Bolo&amp;quot; is just a more compact Mauser variant. [[User:Pyramid Silent|Pyramid Silent]] ([[User talk:Pyramid Silent|talk]]) 15:27, 16 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A question to French-speaking colleagues ==&lt;br /&gt;
&lt;br /&gt;
Can anybody with French language help to translate the following?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sur les deux photos ci-dessus il me semble que le FLG utilisé n'est pas un MAS 36,ou un de ses dérivés, mais plutôt un modèle réalisé spécifiquement pour la Police Nationale sur la base de Mauser Kar 98k (Photo n°2) ou d'US17 (Photo n°1) vers 1960 par la société MECA de Meaux.&lt;br /&gt;
Ces FLG ;également baptisés &amp;quot;Fusils lance-grenades à détente&amp;quot;; tiraient des grenades à retard de types &amp;quot;Criquet&amp;quot; propulsées par une cartouche feuillette de &amp;quot;7,62 mm Long&amp;quot; (30-06) la chambre et le &amp;quot;canon&amp;quot; ayant été &amp;quot;étudiés pour&amp;quot; et ne permettant pas le tir à balle (J HUON).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is about French smoke grenade launcher, used by law enforcement in 1960s. I used google translator but it hardly can correctly translate all specific terms. Many thanks in advance! [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 13:34, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:For starters, as you might have noticed, FLG stands for &amp;quot;fusil lance-grenades&amp;quot; (rifle w/ grenade launcher). In the firearms context, &amp;quot;détente&amp;quot; normally means trigger, though in that specific sentence I don't know what was exactly meant (I'm fluent in French, but I can sometimes be unfamiliar with some technical firearm-related terms). According to [https://www.armes-ufa.com/spip.php?article2382 that article], the &amp;quot;cartouche feuillette&amp;quot; apparently isn't exactly a blank cartridge, but a propulsive cartridge named after the guy who invented it. Other than that, here's what the overall text means in English:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;In the two images above, it seems to me that the FLG used isn't a MAS 36 or one of its derivatives, but rather a model released specifically for the National Police on the basis of Mauser Kar 98k (image no. 2) or US17 (image no. 1) circa 1960 by the company MECA from Meaux. Those FLGs, also called &amp;quot;Fusils lance-grenades à détente&amp;quot;, fired &amp;quot;Cricket&amp;quot; type timed grenades propelled by a feuillette cartridge of &amp;quot;7.62mm Long&amp;quot; (30-06), the chamber and the &amp;quot;barrel&amp;quot; having been &amp;quot;studied for&amp;quot; and not allowing bullet firing (J. Huon)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:And yes, the author of the comment wrote that last sentence a bit weirdly. But anyway, hope that helps a bit. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:08, 14 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks a lot! So, it appears to be an old rifle, 98k or Enfield M17 (I guess that US17 means this gun), fitted with Tromblon VB-style cup discharger and converted to special propulsive cartriges to launch a smoke grenade without risk of firing a bullet. This launcher appears in some French movies, like [[Two_Men_in_Town_(Deux_hommes_dans_la_ville)#Smoke_Grenade_Launcher|this one]] and now it's possible to describe it properly. I only wonder how we have to call it, as &amp;quot;Fusils lance-grenades à détente&amp;quot; seems to be a generic name for such kind of weapon rather than the service name of this particular weapon; and FLG is even more generic. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 09:43, 15 July 2019 (EDT)&lt;br /&gt;
:::I'm not sure if there was a specific designation to it, so I guess you can just identify it as a modified (and cut down) Kar 98k fitted with a Tromblon VB. In fact, it is mentioned in [http://www.tircollection.com/t32162-k98-modifie-en-fusil-lance-grenade-service-d-ordre this forum] that the Paris Prefecture used that weapon in the 1960s (more exactly, &amp;quot;a rifle with grenade launcher built around a standard Mauser rifle cut at the level of the first sling swivel with a mounted tromblon grenade launcher intended for the propulsion of &amp;quot;57mm cricket&amp;quot; grenades and propelled with a .30-06 propellant cartridge&amp;quot;), and the movie gun does look like the K98 shown in one of the images. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 06:26, 17 July 2019 (EDT)&lt;br /&gt;
::::And again thanks! So this weapon is found in two movies: ''[[Two_Men_in_Town_(Deux_hommes_dans_la_ville)#Karabiner_98k.2FTromblon_VB_Smoke_Grenade_Launcher|Deux hommes dans la ville]]'' and ''[[There_Was_Once_a_Cop_(Il_était_une_fois_un_flic...)#Karabiner_98k.2FTromblon_VB_Smoke_Grenade_Launcher|Il était une fois un flic...]]'', both early 1970s. I had to use a cropped footage as a sample of the weapon. It's interesting that original WW1 era Viven-Bessières launcher had 50mm or 51mm caliber (sources differ), and the smoke &amp;quot;tromblon&amp;quot; was slightly larger, 57mm, so these police launchers appear to be not converted old military VB but newly produced although technically the same. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 13:52, 17 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Awkward Template==&lt;br /&gt;
&lt;br /&gt;
[http://www.imfdb.org/wiki/Template:Kamen_Rider_Series Said template]&lt;br /&gt;
&lt;br /&gt;
This one looks ugly, but I don't know how to shrink the gray stuff that says &amp;quot;Showa Era&amp;quot; and &amp;quot;Heisei Era&amp;quot;. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 10:14, 30 July 2019 (EDT)&lt;br /&gt;
:Fixed. If it's not what you want to see, just rollback my edit. :) --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 11:35, 30 July 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. It's good. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 10:12, 7 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Issues with the file upload system ==&lt;br /&gt;
&lt;br /&gt;
I've been having some trouble with uploading screencaptures from my PS4. After choosing an image, I press &amp;quot;upload&amp;quot; only to be brought to an upload warning page that states my filename has been modified (even if I haven't touched it at all),  and then refuses to upload the image. I've tried getting rid of any numbers, as per the suggestion on this page, but that hasn't solved the issue. If I try to ignore the warning, it brings me to a warning that I am uploading an empty file, and suggests that this might be due to a typo in the filename. Am I doing something wrong here? --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 04:44, 23 August 2019 (EDT)&lt;br /&gt;
:Please sent me this file on e-mail ''gereint at gmail.com'', I'll try to upload it and maybe solve the problem. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 15:13, 24 August 2019 (EDT)&lt;br /&gt;
::Alright, email sent.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 00:17, 25 August 2019 (EDT)&lt;br /&gt;
:::Success: [[Media:COD_MWAlpha_MarlinLeverAction.jpg|COD_MWAlpha_MarlinLeverAction.jpg]]. The problem was in double __ in the name, system modified it to a single _. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 02:30, 25 August 2019 (EDT)&lt;br /&gt;
::::Great job, thank you for the help! I really appreciate it.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 03:56, 25 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==An unusual Hi-Power in Father Brown series==&lt;br /&gt;
A strange version of Hi-Power is seen in three seasons of Father Brown TV series. Note the non-standard slide serration, plain black grips and some other strange features:&lt;br /&gt;
[[File:Father Brown-S03E08-HP-2.jpg|thumb|none|601px|[[Father Brown - Season 3#Browning Hi-Power|Season 3]]]]&lt;br /&gt;
[[File:Father Brown-S03E08-HP-4.jpg|thumb|none|601px|[[Father Brown - Season 3#Browning Hi-Power|Season 3]], there are two identically looking pistols]]&lt;br /&gt;
[[File:Father Brown-S04E05-Pistol-1.jpg|thumb|none|601px|[[Father Brown - Season 4#Browning Hi-Power|Season 4]]]]&lt;br /&gt;
[[File:Father Brown-S7E6-HiPower-2.jpg|thumb|none|601px|[[Father Brown - Season 7#Browning Hi-Power|Season 7]]]]&lt;br /&gt;
[[File:Father Brown-S7E6-HiPower-3.jpg|thumb|none|601px|[[Father Brown - Season 7#Browning Hi-Power|Season 7]]]]&lt;br /&gt;
[[File:Father Brown-S7E6-HiPower-5.jpg|thumb|none|601px|[[Father Brown - Season 7#Browning Hi-Power|Season 7]]]]&lt;br /&gt;
I made a research, and as it appears to be, this gun doesn't match any version of Hi-Power, including Indian, Hungarian and Bulgarian HP-based pistols. I have a gut feeling that this is a kind of blank-firing gun (hardly an airsoft gun as in Season 3 this pistol is seen cycling). Please help with identification, thanks in advance! --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 15:26, 24 August 2019 (EDT)&lt;br /&gt;
:Kareen Mk 2 slide on a standard Browning Hi-Power frame by the look of it. [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 02:46, 27 August 2019 (EDT)&lt;br /&gt;
::Thanks, I didn't know about Kareen. But as I looked for Kareen Mk 2, I see that it has slanted slide serration, while the screen gun has a vertical one. So... may be but I'm not sure. Anyway thanks for introducing me one more version of Hi-Power. --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 06:21, 27 August 2019 (EDT)&lt;br /&gt;
:::You sure? The gun in those pictures looks to me like it has angled slide serrations. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 08:24, 27 August 2019 (EDT)&lt;br /&gt;
::::Really, I was wrong. OK, then Kareen fits. Arcus 94 has similar looking slide but Kareen fits better. Thanks! --[[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 15:00, 27 August 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Need to identify a pistol==&lt;br /&gt;
&lt;br /&gt;
[http://www.imfdb.org/wiki/Fire_Force It's in here]. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 10:49, 21 September 2019 (EDT)&lt;br /&gt;
:It appears to be a Daewoo K5. --[[User:BitesTheDust|BitesTheDust]] ([[User talk:BitesTheDust|talk]]) 11:39, 21 September 2019 (EDT)&lt;br /&gt;
::Looks like so. I'll check it in. Thanks. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 10:37, 7 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Please help ID these AR-15 uppers ==&lt;br /&gt;
&lt;br /&gt;
[http://warface.wikia.com/wiki/File:HArms_CQR_Render.png Here] and [[Predator: Hunting Grounds#Unidentified carbine|here]]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:48, 26 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Now, these two receivers also appear to be similar to the frankenreceiver from MW. It appears that in all the three cases the inspiration for the grooves being on the left side came from JP Enterprises CTR-02. After an extensive research I can say that is the only AR receiver to have grooves on its left side. However, in all three cases the cutout for the extended bolt release lever is squareish and bigger instead of the small and circular one of the CTR-02 and have a bulge that is not present on the CTR-02. Now to particular cases:&lt;br /&gt;
&lt;br /&gt;
::The warface gun appears to be real, it is [https://www.hera-arms.de/cqr Hera Arms CQR]. However, [http://www.gun-parts-germany.de/product_info.php?info=p774_Hera-Arms-AR-15-Combo-HCL-Lower---HUS-Upper-Schwarz.html Hera Arms receivers] also have a circular extended bolt release lever cutout so that is not the receiver depicted in warface. From [https://i.ytimg.com/vi/GnRcCTQvHVc/maxresdefault.jpg this pic] I can say the lower is [https://www.rainierarms.com/noveske-chainsaw-lower-receiver-5-56mm/ Noveske N4] while the upper is strangely the same frankenupper hybrid between the CTR-02 (grooves) and Mega Arms MATEN (the shape of the lever cutout) from MW.&lt;br /&gt;
&lt;br /&gt;
::As for the Predator receiver it appears to be something similar but a better pic is needed to determine exactly. Now, how did exactly three game developers decide simultaneously to combine the CTR-02 and Mega Arms MATEN remains a mystery. The only option would be if such a receiver exists, but after hours of research I did not find such one. Maybe devs get inspired by models from other games? --[[User:Nanomat|Nanomat]] ([[User talk:Nanomat|talk]]) 13:50, 27 September 2019 (EDT)&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*facepalm*&amp;lt;/nowiki&amp;gt; How could I forget that Hera Arms was a thing... lack of sleep, I guess. Anyway, the Predator carbine is repeatedly seen [https://www.youtube.com/watch?v=hNQNvXOWPYw in this trailer], as well as briefly [http://www.youtube.com/watch?v=wiSmINxtLC8 here]. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 14:12, 27 September 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Some rare stuff right here and now ==&lt;br /&gt;
&lt;br /&gt;
Well, if you are now thinking about which new Soviet shotgun to insert into your game (or something else), then I have this for you. This is a 12 gauge pump-action shotgun M1 (yes, that is its official name), developed by gunsmith Alexander Marchenko (Zaporozhye, Ukrainian region) in 1982. As always, obviously only a few were made. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 16:54, 3 October 2019 (EDT)&lt;br /&gt;
[[File:M1 Shotgun 1982.jpg|thumb|none|450px|M1 Shotgun - 12 gauge. Note the Cutts-pattern conpensator.]]&lt;br /&gt;
&lt;br /&gt;
== New anime, more trouble with an unidentified pistol. ==&lt;br /&gt;
&lt;br /&gt;
[http://www.imfdb.org/wiki/Special_7:_Special_Crime_Investigation_Unit Leaving this here] since it's late and I need to go to bed. Also it finished airing it Japan with the first episode. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 10:40, 7 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help with identification ==&lt;br /&gt;
&lt;br /&gt;
Hello. I would like some help with the identification of these weapons for the ''JoJo's Bizarre Adventure'' page I am currently working on.&lt;br /&gt;
[[File:JJBA S1E11 31.jpeg|thumb|none|600px|Unknown cannon.]]&lt;br /&gt;
[[File:JJBA S1E11 32.jpeg|thumb|none|600px|Unknown airplanes with unknown weapons.]]&lt;br /&gt;
Thank you very much. [[User:BitesTheDust|BitesTheDust]] ([[User talk:BitesTheDust|talk]]) 01:01, 13 October 2019 (EDT)&lt;br /&gt;
: The Unknown cannon is an 8.8cm FlaK 36 AA gun.--[[User:HighPhigh|HighPhigh]] ([[User talk:HighPhigh|talk]]) 08:47, 13 October 2019 (EDT)&lt;br /&gt;
::Thank you. [[User:BitesTheDust|BitesTheDust]] ([[User talk:BitesTheDust|talk]]) 00:39, 14 October 2019 (EDT)&lt;br /&gt;
:::One more thing. Can you get screencaps with no subs on? [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 07:08, 17 October 2019 (EDT)&lt;br /&gt;
::::I thought that it was okay to have subtitles in screencaps, since I have seen other pages with them. I can retake the screencaps without subtitles, but I would rather not if it is not needed, as it will take time to retake all my stored screencaps, and slow down progress on the page. And I will have to watch the dubbed version, which has voice acting of variable quality. [[User:BitesTheDust|BitesTheDust]] ([[User talk:BitesTheDust|talk]]) 15:55, 17 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon check on &amp;quot;Kamen Rider Zero-One&amp;quot; page ==&lt;br /&gt;
&lt;br /&gt;
[http://www.imfdb.org/wiki/Kamen_Rider_Zero-One Page for reference].&lt;br /&gt;
&lt;br /&gt;
I swear that it looks like either MEU or a Warrior, both of which would be air guns. The thing I'm using it to determine is (for now) the hammer. [[User:Ominae|Ominae]] ([[User talk:Ominae|talk]]) 07:10, 17 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error in the Featured guns window on the Main page ==&lt;br /&gt;
&lt;br /&gt;
Screengrabs of the film [[Halloween (2007)]] have been rotating in however, in the photos being recycled for the main page, the caption for Laurie Strode is wrong.  In the 2007 version, the character is played by '''Scout Taylor Compton''', NOT '''Jamie Lee Curtis'''.  Please have someone correct this as I don't understand the inner workings of the Main page and how it runs templates.  Thanks.  [[User:MoviePropMaster2008|MoviePropMaster2008]] ([[User talk:MoviePropMaster2008|talk]]) 02:50, 23 October 2019 (EDT)&lt;br /&gt;
:: Fixed. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 03:04, 23 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
Guys, this is no longer funny: [https://sun9-24.userapi.com/c856036/v856036941/1415fc/9EM2RyiY64o.jpg]. Not to mention that part of the buttons because of this now does not work. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 07:22, 28 October 2019 (EDT)&lt;br /&gt;
:And frankly, I would like to have auto-play would be removed. It really gets in the way. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 11:47, 31 October 2019 (EDT)&lt;br /&gt;
::This pretty much prompted me to switch to the MonoBook skin. I recommend you to do the same (go to &amp;quot;My Preferences&amp;quot; &amp;gt; Appearance); all ads disappear that way. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 12:05, 31 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Air Rifle ID ==&lt;br /&gt;
&lt;br /&gt;
About to build a new page and the most prominent weapon in it is a pellet rifle (not to worry, there's other real guns in it also). If I could get some help with the ID on it at all, I can go ahead. Thanks in advance. And Happy Halloween, folks. ;) [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 11:34, 31 October 2019 (EDT)&lt;br /&gt;
[[Image:MAW_PelletGun_06.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:MAW_PelletGun_09.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:MAW_PelletGun_10X.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
== Infolinks ad panel ==&lt;br /&gt;
It appeared at the bottom of the mobile screen around a week or two ago. Was it intended or it is something similar to the situation with redirects? [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 22:36, 2 November 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1303194</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1303194"/>
		<updated>2019-10-26T01:48:11Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* AKM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:MW19-Cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare'' (2019)]]&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' is a first-person shooter developed by Infinity Ward and published by Activision, released on October 25, 2019. It is the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. This page will cover the default forms of in-game weapons as they relate to real life weapons, and the real life weapons that a weapon can be customized to match in its subsections.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand, animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle. As an additional note, third person weapon animations are also 1:1 to first-person animations.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, a lot of weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes.&lt;br /&gt;
&lt;br /&gt;
There are a few flashback missions in the game, where the player plays as a young Farah Karim. Weapons in these levels have special first-person animations, reflecting young Farah's lack of experience.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard relocated, and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in the alpha, but this was replaced in the beta with generic &amp;quot;.50 pistol&amp;quot; rounds. Its markings proclaim it to be manufactured by &amp;quot;Forge Tag Manufacturing&amp;quot;.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|600px|none|A player character holds a Desert Eagle Mark XIX.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRC Texas&amp;quot;.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
===Glock 18===&lt;br /&gt;
The &amp;quot;Singuard Arms Featherweight&amp;quot; attachment turns the weapon into a [[Glock 18]] (indicated by the fire selector and the &amp;quot;9x19&amp;quot; markings on the slide), though the fire mode remains unchanged during gameplay.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Glock 34===&lt;br /&gt;
Equipping the &amp;quot;Singuard Arms Advantage&amp;quot; or the &amp;quot;Vanguard Elite&amp;quot; attachment (the latter having &amp;quot;9x19&amp;quot; markings on the slide) turns the gun into a [[Glock 34]].&lt;br /&gt;
[[File:Glock34.jpg|thumb|none|375px|Glock 34 (3rd Generation) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in-game as the &amp;quot;1911&amp;quot;, and is fitted with traditional [[M1911A1]] style grips.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;1911 - Javelina&amp;quot;===&lt;br /&gt;
The &amp;quot;Javelina&amp;quot; is a cosmetic variant that looks similar to an STI Tactical, but with an [[STI Costa Comp Carry]] style rectangular cutout on the slide.&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide, appears under the fictional designation &amp;quot;M19&amp;quot;. It has an FDE finish, and the slide is slightly longer than that of the real weapon, being intermediate between the compact and the full size model. The proprietary reflex sight is removed by default, but the weapon can optionally be fitted with various optics and other attachments.&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Garrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;.357&amp;quot;==&lt;br /&gt;
The &amp;quot;.357&amp;quot; is a hybrid between the [[Colt Anaconda]] and the [[Smith &amp;amp; Wesson Model 581]]. The front sight and the cylinder release latch are from the Smith &amp;amp; Wesson while the barrel, trigger guard and rear sight are from the Anaconda. The frame also has three pins arranged in the same manner as on the Anaconda. The default grips appear to be loosely based on Parchmayr Decelerator grips. Customization options include short-range scopes and different lengths of barrel. It can also be loaded with .38 Snakeshot shells.&lt;br /&gt;
&lt;br /&gt;
In contradiction to the in-game name and caliber, a Russian soldier is heard calling it a .44 caliber revolver during a flashback mission in the campaign.&lt;br /&gt;
[[File:Colt Anaconda HQ.jpg|thumb|none|375px|Colt Anaconda with 6&amp;quot; barrel and Pachmayr grips - .44 Magnum]]&lt;br /&gt;
[[File:S&amp;amp;WModel581.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 581 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|This specific one is customized with a long barrel. Note the trigger guard and pins from the Anaconda. The end of the muzzle is clearly based on the Anaconda, however, the front sight and the lack of ventilated-rib points to Model 581 influence. It should be also noted that the long barrel attachment changes the frankenbarrel from the default 6&amp;quot; length to 8&amp;quot; Anaconda length.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK .357&amp;quot;===&lt;br /&gt;
A custom black revolver with integral underbarrel rails is featured in the &amp;quot;XRK&amp;quot; pack. It appears to be based on the [[Smith &amp;amp; Wesson Model 327|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8]].&lt;br /&gt;
[[File:S&amp;amp;WModel327.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 327 Performance Center M&amp;amp;P R8 - .357 Magnum]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK .357&amp;quot; on the left, next to an &amp;quot;XRK M4&amp;quot;. Unlike the R8, the XRK appears to have a 6-round cylinder, like the standard &amp;quot;.357&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;. It is fitted with a top rail and an unusable flashlight, and has a Navy trigger group. The stock is extended by default, but equipping the &amp;quot;FTAC collapsible&amp;quot; attachment collapses it.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the reloading process always involves opening and closing the bolt, even if the old magazine wasn't empty. This is appropriate due to the fact that loading a full magazine into a real MP5 can be difficult when the bolt is closed. The difference between the empty and non-empty reloading animations is that the former has the old magazine thrown away and the bolt closed with a classic slap, while during the latter the player character swaps the magazines while holding them together and thumbs the bolt into battery while still holding the old magazine.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;classic straight-line stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with an integrally suppressed barrel, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:MP5SD5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]], minus the bolt hold open assembly.&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. It is modeled a bit differently than the regular MP7 design, as seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight and aftermarket stock adapter]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|Uzi]] is featured in the game.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MW19-Uzi-1.jpg|thumb|none|600px|The Uzi on the far left.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] is featured in the game.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;622mm long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition and a 16 inch barrel, essentially turning it into an [[Steyr AUG A3|AUG A3]] assault rifle (though the barrel looks different). The front part of the top rail remains the same as that of the 9mm XS variant.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with short barrel - 12 gauge]]&lt;br /&gt;
[[File:MW19-Origin12-1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MW19-Origin12-2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
The [[Knight's Armament Masterkey]] is an available underbarrel attachment for several assault rifles. It is referred to as the &amp;quot;12 Gauge Deputy&amp;quot; and is incorrectly depicted as semi-automatic. It has an inaccurate eight-round capacity; this is gained by resupplying, as it spawns with an accurate four rounds.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Over and Under Shotgun==&lt;br /&gt;
A 12 gauge [[Over and Under Shotgun]] (possibly a Browning Citori 725, given the in-game name &amp;quot;725&amp;quot;) is available in the game.&lt;br /&gt;
[[File:Browning Citori 12 Gauge.jpg|thumb|none|450px|Browning Citori - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a &amp;quot;725&amp;quot; shotgun outfitted with a magnified scope and adjustable stock.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the &amp;quot;725&amp;quot;, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. A modified version is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
&lt;br /&gt;
In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha Rem870.jpg|thumb|none|600px|The player character holds a Remington 870 MCS modified with a different pumping handle, a Magpul ACS stock and an AR stock adapter.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] is featured in the game. It appears under the proper &amp;quot;DP-12&amp;quot; name in campaign, but is referred to as &amp;quot;R9-0 Shotgun&amp;quot; in multiplayer. It is equipped with Magpul MBUS PRO Steel Sights by default.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears in ''Modern Warfare'', modeled with a proper milled dust cover.&lt;br /&gt;
&lt;br /&gt;
Magazine customization options include a 40-round extended magazine and a 75-round drum mag. Stock options include the &amp;quot;skeleton stock&amp;quot;, an [[AKS-74]] folding stock, &amp;quot;field LMG stock&amp;quot;, a [[PKM]]-style stock, and &amp;quot;no stock&amp;quot;, which replaces the buttstock with what seems to be an unused stock adapter. Barrel options include the “23.0&amp;quot; RPK barrel”, a self-explanatory [[RPK]]-style barrel and bipod, and the “23&amp;quot; Romanian” barrel, which is identical to the former but with the addition of an [[AIM]]-style foregrip.&lt;br /&gt;
&lt;br /&gt;
The weapon can be modified to use 5.45x39mm ammunition, giving it an AK-74 magazine. During the alpha, it was referred to as an &amp;quot;AKS-74u&amp;quot; while in this configuration, even if it wasn't modified to Krinkov length as mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-SF===&lt;br /&gt;
The “8.1&amp;quot; compact barrel” gives the AK-47 a compact carbine barrel (complete with an AKS-74U muzzle device) and handguard. The result of this modification resembles a Bulgarian [[Arsenal AR-SF]] with a Krinkov flash hider and wood furniture, though it retains the standard AK leaf sight as opposed to receiving an AR-SF's flip-up rear sight.&lt;br /&gt;
[[File:7,62ar-sf.jpg|thumb|none|400px|Arsenal AR-SF - 7.62x39mm]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer. Here it is equipped with the &amp;quot;no stock&amp;quot; attachment.]]&lt;br /&gt;
&lt;br /&gt;
===AKM===&lt;br /&gt;
In the campaign, the AK-47 can occasionally be found modified with a stamped receiver and a ribbed dust cover, making it resemble an [[AKM]], yet still having the AK-47's gas block and ported gas tube. In some cases it retains the AK-47 name, but in others (particularly when used by Russian Army soldiers) it is incorrectly called an [[AK-12]]. The latter is equipped with a railed handguard and a collapsible stock (which are available to the AK-47 in multiplayer via the &amp;quot;Spetsnaz Elite&amp;quot; barrel attachment and the &amp;quot;FORGE TAC Ultralight&amp;quot; stock, respectively). It can be found equipped with various attachments including optics, 75-round drum magazines and/or a [[GP-25]] grenade launcher.&lt;br /&gt;
&lt;br /&gt;
Farah Karim uses this rifle as her main weapon of choice. This specific one has even more proper AKM features, such as the non-ported gas tube and the wooden handguard with palm swell. However, it is fitted with an [[AK-74]] style gas block, front sight block and muzzle brake (with a tape wrapped around the barrel/muzzle brake assembly), as well as a German [[MPi-KMS-72]] style folding stock.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:MPi-AKS-74N.jpg|thumb|none|450px|East German MPi-AKS-74N - 5.45x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle, which has a scope mount even though no optics are used.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|The reveal trailer showed Farah managing to fire her AK in the air with the safety on, and with the bolt not moving. Both errors seem to have been corrected: the previous screenshot shows the fire selector in full-auto position, and Infinity Ward stated that the bolt issue has been fixed for the game's launch.  However, the snippet of this scene in the game's main menu (seen when hovering over the Campaign button) still has the errors.]]&lt;br /&gt;
&lt;br /&gt;
===AKMSU===&lt;br /&gt;
The AKM-like rifle in the campaign can be seen modified with an 8&amp;quot; barrel (complete with carbine handguard and AKS-74U muzzle device) and a side-folding stock, essentially turning it into an [[AKMSU]], except that it retains the original full-size AK rear sight.&lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AK-74===&lt;br /&gt;
The AKM-like weapon is sometimes found with a 5.45x39mm modification, as well as the aforementioned gas block, gas tube, front sight block, muzzle brake and handguard; this effectively turns it into an [[AK-74]].&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
===AKS-74U===&lt;br /&gt;
The combination of the 5.45x39mm ammunition and the 8&amp;quot; barrel turn the AKM-like rifle into an [[AKS-74U]], yet again with an original AK rear sight.&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot; (Russian for Odin, the king of the Norse pantheon of gods).&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] is featured in the game. Amusingly, it was referred to as &amp;quot;FR .556&amp;quot; in early gameplay footage, but this was later changed to a more convincing &amp;quot;FR 5.56&amp;quot;. It is fitted with an Advanced Armament Blackout Muzzle Brake and also has MFI Sig MAD sights attached to rails mounted on the carrying handle (despite the original sights' presence); somewhat strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by an Al-Qatala terrorist at Piccadilly Circus in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Mw2019 falmenu.jpg|thumb|none|600px|The FAL in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] appears as the &amp;quot;FN Scar 17&amp;quot;. During the beta, it was incorrectly called &amp;quot;FN Scar 17s&amp;quot; (referring to the civilian SCAR 17S), but this was later fixed. It is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|450px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FN SSR===&lt;br /&gt;
Combining the “FORGE TAC 20.0&amp;quot; LB” barrel with the &amp;quot;XRK Obelisk Pro&amp;quot; stock makes the rifle resemble an [[FN SSR]], though it remains select-fire.&lt;br /&gt;
[[File:SSR Mk.20 Mod.0.jpg||thumb|none|450px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The combination of the &amp;quot;FORGE TAC CQC Pro&amp;quot; barrel with the &amp;quot;FTAC collapsible stock&amp;quot; makes the weapon resemble the compact SCAR-SC, except it remains chambered in 7.62x51mm and cannot be modified to 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|400px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;. The in-game model is marked with &amp;quot;Tempus Armaments&amp;quot;, a fictional arms manufacturer. &amp;quot;Kal. 5.56mm&amp;quot; is also inscribed on the rifle, which correctly reflects the German caliber markings of the real weapon.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. And a set of L-3 GPNVG-18 panoramic night-vision goggles somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, somehow classed as a marksman rifle. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass.&lt;br /&gt;
&lt;br /&gt;
During the beta, it was mistakenly described as being chambered in &amp;quot;7.62 Mauser&amp;quot; (although the 7.62mm caliber incidentally makes sense, since there are real Kar98k rifles converted to 7.62x51mm). The description was later corrected to 7.92 Mauser. &lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as the &amp;quot;EBR-14&amp;quot;, even though it was correctly called &amp;quot;M14&amp;quot; during the alpha. However, it can be customized with an EBR stock via the &amp;quot;FFS Raider Chassis Elite&amp;quot; attachment. By default, it has a shorter 18&amp;quot; barrel (like in ''[[Call of Duty 4: Modern Warfare]]''), but can be modified to have a standard M14's 22&amp;quot; barrel, though the front sight remains attached to the gas block rather than the muzzle.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage EBR chassis - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a red dot sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears, inaccurately referred to as the longer-barreled &amp;quot;[[M4A1]]&amp;quot;; the handguard length matches that of the real Mk 18 Mod 1, and the barrel is slightly longer than it, but is still closer to it rather than an M4A1. It is equipped with a Daniel Defense Mk 18 railed handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG and an aftermarket charging handle latch.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can also be converted to use .458 SOCOM ammunition. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension.&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|400px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2019-teaserm4.jpg|thumb|none|600px|An &amp;quot;M4A1&amp;quot; equipped with the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Hybrid Scope&amp;quot; attachments in a multiplayer teaser.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The “FFS 11.5&amp;quot; Commando” barrel attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a slightly shorter barrel. The attachment's name is misleading, considering that the Mk 18 has a 10.5&amp;quot; barrel.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 carabine.jpeg|thumb|none|600px|A Mk 18 Mod 0 with a PRI folding front sight in the hands of an US soldier patrolling a Middle Eastern city.]]&lt;br /&gt;
&lt;br /&gt;
===M16A3===&lt;br /&gt;
The combination of the &amp;quot;M16 grenadier&amp;quot; barrel with the &amp;quot;M-16 stock&amp;quot; makes the weapon resemble an [[M16A3]] (Colt Model 901) fitted with a heat shield. However, the barrel is shown with an M203 groove, like an M4 carbine.&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 (5.56x45mm) with M203 40mm grenade launcher and heat shield, for comparison.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; is a modification for the Mk 18, available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with minor elements from Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, magazine based on Magpul PMAG, stock based on Magpul ACS, laser pointer inspired by AN/PEQ-15, a pistol grip based on Magpul K2/K2+ depicted without its beavertail and an angled foregrip based on Magpul AFG. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. The right-side bolt release on the rifle is placed so far back that it would be awkward to use.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch. Note the five grooves on the upper which correspond to JP Enterprises PSC-12, however, their placement on the left side is similar to JP Enterprises CTR-02. Also note the Noveske N4 details.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;. It can be fitted with an integral suppressor that looks similar to that of the SUR300, a permanently suppressed MCX upper receiver chambered in .300 Blackout. Its handguard is depicted with two pins instead of one, and its forward-leaning lower vents and sloped handguard tip are closer to earlier SIG-Sauer MCX models. As is the case with other weapons in the game, the &amp;quot;M13&amp;quot; has some intentional design differences compared to its real life inspiration, like slightly fictional details on the stock and the magazine release button fence.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SIG MCX 11.5.jpg|thumb|none|450px|SIG-Sauer MCX SBR - 5.56x45mm NATO, for comparison.]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and a Magpul Rail Vertical Grip. When no foregrip is attached, the player character holds the weapon with a C-clamp grip.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured in the game.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot; is a fictional bolt-action sniper rifle, seemingly taking cues from some anti-materiel rifles such as the Victrix Corvus and the Zastava M12 Black Spear. It is fitted with the stock of an [[Armalite AR-50|Armalite AR-50A1]] with a miniaturized cheek rest from Victrix Armaments Minerva series and a keymod handguard.&lt;br /&gt;
&lt;br /&gt;
An altered version featuring a different handguard and a wooden stock is available for use in the campaign level &amp;quot;Highway Of Death&amp;quot;. It is revealed to have been custom-made by Hadir Karim, Farah's brother, and is referred to as &amp;quot;Hadir's Sniper Rifle&amp;quot; in the HUD. Hadir states that it is chambered in .338 Lapua, although its multiplayer counterpart is described to be using 12.7x108mm ammunition.&lt;br /&gt;
[[File:Armalite AR-50A1.jpg|thumb|none|450px|Armalite AR-50A1 - .50 BMG]]&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px|Operator D-Day using an &amp;quot;HDR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;skeleton stock&amp;quot; attachment gives it an [[SVDS]]-like stock, while the &amp;quot;VLK lightweight stock&amp;quot; gives it a stock very similar to the commercial &amp;quot;Tiger Carbine&amp;quot;.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg|thumb|none|450px|Commercial &amp;quot;Tiger Carbine&amp;quot; (aka &amp;quot;Dragunov Tiger&amp;quot;) version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R. More recent Tiger versions have a completely smooth receiver cover.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld Dillon Aero M134 Minigun==&lt;br /&gt;
A man-portable [[Dillon Aero M134 Minigun]] appears as the Juggernaut's primary weapon.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5, FDE version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha MG5.jpg|thumb|none|600px|The player character in a Gunfight match holds an MG5.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured in the game. It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]]. Other than that, while it does have the proper L86 barrel length and stock cutout for a folding shoulder support, it has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwl86.jpg|thumb|none|600px|The L86A1 as seen in the multiplayer reveal trailer]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a short barrel; coupled with the aforementioned L85 features that are already present, this essentially turns it into an [[L85A1]] assault rifle, albeit with a slightly shorter barrel.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in-game.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW19-Javelin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==FN 40GL==&lt;br /&gt;
The [[FN 40GL]] can be attached to the [[SCAR-H]].&lt;br /&gt;
[[File:Mk13.jpg|thumb|none|350px|FN 40GL - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the AK-47 and on the campaign-exclusive &amp;quot;AK-12&amp;quot;.&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to some rifles including the [[Mk 18 Mod 1|Mk 18]] and the [[Heckler &amp;amp; Koch HK433|HK433]].&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14==&lt;br /&gt;
The [[Milkor Mark 14]] appears in campaign and Special Ops as the &amp;quot;MGL-32&amp;quot;. It can be found loaded with high-explosive grenades or incendiary grenades.&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:CoDMW-MGL-1.jpg|thumb|none|600px|Kyle Garrick with his Mark 14 MGL.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured in the game.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot;. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also seen being carried by SAS operatives in the reveal trailer.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured in the game.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured in the game.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger (real life magnetic proximity triggers don't detect humans).&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in the game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2, continuing the ''Modern Warfare 2'' tradition of inappropriately outfitting Harriers with swiveling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War, appears as a prop in multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
The [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is seen attached to an unmanned ground drone, in a similar fashion to the one seen in the ''[[Call of Duty: Modern Warfare 3|MW3]]'' mission &amp;quot;Persona Non Grata&amp;quot; (albeit without an accompanying [[GAU-17/A]]).&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
The UB-32 Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
The B-8M Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
[[M4A1]] carbines are seen in promotional artwork.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|601px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|400px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
An [[M249]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Hunt:_Showdown&amp;diff=1302049</id>
		<title>Hunt: Showdown</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Hunt:_Showdown&amp;diff=1302049"/>
		<updated>2019-10-19T21:21:59Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Lebel 1886 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Hunt Showdown&lt;br /&gt;
|picture = Huntshowdown.jpg&lt;br /&gt;
|caption =  &lt;br /&gt;
|series= &lt;br /&gt;
|date= 2018&lt;br /&gt;
|developer=Crytek&lt;br /&gt;
|platforms=PC&lt;br /&gt;
|publisher= Crytek&lt;br /&gt;
|genre=First-person shooter, Survival horror&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Hunt: Showdown''''' is an upcoming survival horror video game in development and to be published by Crytek. The game was originally in development at Crytek USA, who wished to create a spiritual successor to ''Darksiders''—a video game series developed by their predecessor, Vigil Games—under the title ''Hunt: Horrors of the Gilded Age''. After the initial announcement in June 2014, Crytek USA was shut down due to financial issues, and the development was brought to the Crytek headquarters. The game, under the new title ''Hunt: Showdown'', was re-announced in May 2017. ''Hunt: Showdown'' was launched on Steam in early access on February 22, 2018.&lt;br /&gt;
&lt;br /&gt;
The game is set in a supernatural late 19th century, where bounty hunters enter the Louisiana swampland to hunt down dangerous monsters and collect their bounty. The game is PvPvE, with players fighting AI monsters to claim bounties and also fighting each other to take over others' bounties.&lt;br /&gt;
&lt;br /&gt;
'''The following guns are seen in the early access version ''Hunt: Showdown'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt Open Top==&lt;br /&gt;
The [[Colt_1871-72_Open_Top|Colt Open Top]] revolver appears as the &amp;quot;Caldwell Conversion Pistol&amp;quot;. Although it has the overall appearance of an Open Top, it has an octagonal barrel like a [[Colt_1851_(Cartridge_Conversion)#Colt_1851_Navy_.28Richards-Mason_Conversion.29|Colt 1851 Navy Conversion]], and the cylinder and loading gate are both very similar to the [[Single Action Army]]. There are a couple variants of the gun, including one that replaces the cylinder with a system of chained-together chambers, in a manner rather similar to the Treeby Chain Gun or the Josselyn chain revolver known in-game as the &amp;quot;Conversion Chain Pistol&amp;quot;.&lt;br /&gt;
[[Image:Colt 1871-72 Open Top.jpg|thumb|none|350px|Colt 1872 Open Top - .44 RF]]&lt;br /&gt;
[[Image:Hunt18511.jpg|thumb|none|600px|Holding the &amp;quot;Caldwell Conversion Pistol&amp;quot;.]]&lt;br /&gt;
[[Image:Hunt18512.jpg|thumb|none|600px|Pointing the revolver down the road, wary of any potential threats.]]&lt;br /&gt;
[[Image:Hunt18513.jpg|thumb|none|600px|The Colt's iron sights- as one would expect for such a revolver, they're rather small and hard to read.]]&lt;br /&gt;
[[Image:Hunt18514.jpg|thumb|none|600px|Reloading the revolver. The ejector rod is never touched, with the casings simply falling out on their own; this is incorrect, as brass cases expand in their chambers upon firing, which necessitates the use of additional force to remove them (hence the ejector rod being there in the first place). Also note that the hammer is cocked, which would realistically render the cylinder unable to rotate- in reality, the hammer must instead be placed into the half-cock position to allow it to spin freely.]]&lt;br /&gt;
[[Image:HuntShowdownChainPistol.jpg|thumb|none|600px|A hunter holds the &amp;quot;Chain Pistol&amp;quot; on an Armored enemy before showing it how 17 rounds of .44RF feel.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Walker Cartridge Conversion==&lt;br /&gt;
Another variant of the &amp;quot;Caldwell Conversion Pistol&amp;quot;, called the &amp;quot;Caldwell Conversion Uppercut&amp;quot;, takes the standard revolver and enlarges it to use rifle cartridges, with the resultant weapon resembling a cartridge conversion of a [[Colt Walker]].&lt;br /&gt;
[[Image:ColtWalkerConversion.jpg|thumb|none|350px|Colt Walker Conversion - .45 Colt]]&lt;br /&gt;
[[Image:HuntWalker1.jpg|thumb|none|600px|A hunter wields his &amp;quot;Uppercut&amp;quot; while sneaking up on some feasting &amp;quot;Grunts&amp;quot;.]]&lt;br /&gt;
[[Image:HuntWalker2.jpg|thumb|none|600px|The revolver's iron sights. Much like the base variant's sights, these are best used in combination with an electron microscope.]]&lt;br /&gt;
[[Image:HuntWalker3.jpg|thumb|none|600px|Reloading the Walker. As with the Open Top, the ejector rod is never used.]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The Russian [[Nagant_M1895#Russian_Nagant_M1895|Nagant M1895]] revolver under its real name. It is tied with the Winchester Model 1873 for the most variants of any weapon in the game: the base Nagant, the &amp;quot;Silencer&amp;quot; variant, which is the only silenced pistol in the game, the &amp;quot;Precision&amp;quot; variant, which adds a shoulder stock-holster (taken from the [[Colt Official Police|Colt Army Special]] revolver), the &amp;quot;Deadeye&amp;quot; variant, which improves upon the Precision variant by adding a scope, and three double-action variants, accurately named &amp;quot;Officer&amp;quot; - the base Officer model, the &amp;quot;Brawler&amp;quot; variant with an integrated knuckle duster, and the &amp;quot;Carbine&amp;quot; variant with stock and extended barrel.&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Revolver - 7.62x38R Nagant]]&lt;br /&gt;
[[File:Colt-stocked.jpg|thumb|none|350px|Colt New Service with stock - .45 ACP]]&lt;br /&gt;
[[Image:HuntNagant1.jpg|thumb|none|600px|A hunter holds his new-fangled Russian Nagant M1895 revolver.]]&lt;br /&gt;
[[Image:HuntNagant2.jpg|thumb|none|600px|Iron sights of the &amp;quot;Nagant M1895&amp;quot;, mildly better than the Colt Open Top but not by much.]]&lt;br /&gt;
[[Image:HuntNagant3.jpg|thumb|none|600px|Reloading the &amp;quot;Nagant M1895&amp;quot;. Like the other revolvers, the ejector rod is never used. The spent casing seems to correctly be a 7.62x38R casing though.]]&lt;br /&gt;
[[Image:HuntShowdownNagantStock.jpg|thumb|none|600px|The &amp;quot;Nagant Precision&amp;quot; fitted with the New Service stock.]]&lt;br /&gt;
[[Image:Nagant 1895 carbine.jpg|thumb|none|350px|Russian Nagant 1895 carbine version (12 inch barrel) - 7.62x38R Nagant. It is curious that the in-game version will continue to use a Colt-pattern holster instead of a wooden stock.]]&lt;br /&gt;
[[Image:HuntShowdownNagantCarbine.jpg|thumb|none|600px|A hunter grabs a Nagant &amp;quot;Officer's Carbine&amp;quot; from a local flour mill.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps Pepperbox==&lt;br /&gt;
The [[Sharps Pepperbox]] appears as the &amp;quot;Quad Derringer&amp;quot;, which is a tool rather than a firearm, allowing a character to bring one along with other weapons. &lt;br /&gt;
[[Image:Sharps_Model_1.jpg|thumb|none|350px|Sharps Model 1C - .22 Short]]&lt;br /&gt;
[[Image:HuntQuad1.jpg|thumb|none|600px|A hunter enjoys a scenic bayou view with his Quad Derringer.]]&lt;br /&gt;
[[Image:HuntQuad2.jpg|thumb|none|600px|Aiming the &amp;quot;Quad Derringer&amp;quot;, wary of angry water demons that will eat his shoes.]]&lt;br /&gt;
[[Image:HuntQuad3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Quad Derringer&amp;quot;, incredibly tiny but given it's intended role, make sense.]]&lt;br /&gt;
[[Image:HuntQuad4.jpg|thumb|none|600px|Reloading the &amp;quot;Quad Derringer&amp;quot;, the barrels are moved forward and topped off two at a time.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The German [[Mauser C96]] appears as the &amp;quot;Dolch 96&amp;quot;, the only other version is the &amp;quot;Dolch 96 Precision&amp;quot; variant which adds the C96 shoulder stock.&lt;br /&gt;
[[Image:M712.jpg|thumb|none|350px|Mauser C96 - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:HuntC961.jpg|thumb|none|600px|A hunter takes his brand new Dolch out for a test run.]]&lt;br /&gt;
[[Image:HuntC962.jpg|thumb|none|600px|Iron sights of the &amp;quot;Dolch 96&amp;quot;, big and roomy, good for close or in this case, medium range shooting.]]&lt;br /&gt;
[[Image:HuntC963.jpg|thumb|none|600px|Reloading the &amp;quot;Dolch 96&amp;quot; with individual rounds, while a stripper clip is used on empty reloads. As with ''[[Battlefield 1]]'', the individual round reload is a gameplay artistic liberty; the C96 is nearly impossible to reload mid-magazine in reality, since it uses the magazine guide as its bolt hold open, meaning that its bolt cannot lock back mid-magazine for topping off.]]&lt;br /&gt;
&lt;br /&gt;
==Bergmann 1896==&lt;br /&gt;
The [[Bergmann 1896]] was added to the game in Update 5.0 as the &amp;quot;Bornheim No. 3&amp;quot;. The game depicts the en-bloc clip used on the Bergmann 1896; a partial reload has the hunter putting individual rounds into the magazine, while an empty reload will have the hunter replace the en-bloc clip. There is also an &amp;quot;Extended&amp;quot; version with an 8 shot magazine (although this can only be fed by single rounds), and a &amp;quot;Match&amp;quot; version with a wire-frame stock and extended barrel.&lt;br /&gt;
&lt;br /&gt;
Of note is that the weapon is one of the few weapons capable of being affected by the &amp;quot;Bulletgrubber&amp;quot; trait, which recovers rounds ejected (when opening the action) in partial reloads.&lt;br /&gt;
[[File:Bergmann.jpg|thumb|none|350px|Bergmann 1896 - 6.5x22mm Bergmann]]&lt;br /&gt;
[[Image:HuntShowdownBergmann.jpg|thumb|none|600px|A hunter strikes it lucky by finding a &amp;quot;Bornheim&amp;quot; pistol. The reason he's holding the gun so high is due to Hunt's combat system, with guns having the ability to bash opponents unless you hold down the RMB to actually aim.]]&lt;br /&gt;
[[Image:HuntShowdownBergmanAim.jpg|thumb|none|600px|And actually aiming brings the Bergmann closer to the shooter's face, hitting Shift will allow you to use the iron sights.]]&lt;br /&gt;
[[Image:HuntShowdownBergmannReload.jpg|thumb|none|600px|After dealing with an &amp;quot;Immolator&amp;quot; with a combination of 6.5 Bergmann and girlish screaming, the hunter reloads the Bergmann by opening the magazine hatch...]]&lt;br /&gt;
[[Image:HuntShowdownBergmannReload2.jpg|thumb|none|600px|Before inserting a fresh 5 round clip, closing the hatch and charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Webley &amp;amp; Scott No. 1 Mk. III*==&lt;br /&gt;
The &amp;quot;Flare Pistol&amp;quot; is a [[Webley &amp;amp; Scott No. 1 Mk. III*]], albeit with a somewhat strange hexagonal chamber profile rather than the real flare gun's round one. Gameplay-wise, it is classified as a &amp;quot;Tool&amp;quot; rather than a weapon, and is primarily used to provide illumination in dark areas (something which ''Hunt: Showdown'' certainly doesn't have a shortage of); it can still be used as one in an emergency, though its damage relies primarily on afterburn rather than initial impact damage.&lt;br /&gt;
[[File:Webley Signal Pistol.JPG|thumb|none|350px|Webley &amp;amp; Scott No. 1 Mk. III* - 1&amp;quot; flare]]&lt;br /&gt;
[[Image:HuntShowdownFlareGun.jpg|thumb|none|600px|The Flare Gun as seen in the loading screen, note the hexagonal chamber profile and a nick in the muzzle flare as a ersatz iron sight.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
An update added the [[Colt Single Action Army]] to ''H:S'''s arsenal, going by the name &amp;quot;Caldwell Pax&amp;quot; (&amp;quot;Pax&amp;quot; being Latin for &amp;quot;Peace&amp;quot;, an allusion to the SAA's nickname of &amp;quot;Peacemaker&amp;quot;). A decent all-rounder, the SAA holds 6 rounds of &amp;quot;Medium&amp;quot; ammunition, and behaves rather like a somewhat tamer version of the cartridge-converted [[Colt Walker]] &amp;quot;Uppercut&amp;quot;. As with the rest of the game's gate-loading revolvers, the player character incorrectly ignores the ejector rod when reloading.&lt;br /&gt;
&lt;br /&gt;
The SAA has one variant to its name, the &amp;quot;Claw&amp;quot;; this has broken grip panels and a blade attached to the base of the grip, with its main advantage being stronger pistol-whipping.&lt;br /&gt;
[[File:ColtSingleActionArmy.jpg|thumb|none|350px|Colt Single Action Army w/5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[Image:HuntShowdownSAA.jpg|thumb|none|600px|While hiding out in a slaughterhouse, a hunter carefully watches for any angry locals with his SAA.]]&lt;br /&gt;
[[Image:HuntShowdownSAAAiming.jpg|thumb|none|600px|Aiming the &amp;quot;Pax&amp;quot; reveals that it has both a fairly wide sight notch, and a modeled ejector rod...]]&lt;br /&gt;
[[Image:HuntShowdownSAAReload.jpg|thumb|none|600px|Not that it's actually used, as is demonstrated here after dealing with a few Hellhounds.]]&lt;br /&gt;
[[Image:HuntShowdownPaxClaw.jpg|thumb|none|600px|A hunter stumbles upon the &amp;quot;Claw&amp;quot; version of the Pax at a local armory. Note the broken grip and knife haphazardly shoved into the lower grip frame.]]&lt;br /&gt;
&lt;br /&gt;
==LeMat 1861==&lt;br /&gt;
Added in Update 6.0, the &amp;quot;LeMat Mark 2 Revolver&amp;quot; is a fictitious cartridge conversion of the [[LeMat 1861]]; a rather strange choice, given that actual cartridge-firing versions of the LeMat did actually exist. It is correctly depicted with a 9-round capacity plus an additional shotgun shell, with the lever on the hammer being appropriately moved up or down to fire pistol-caliber rounds (of the &amp;quot;Compact&amp;quot; variety; this presumably makes it a .36-caliber version, though with how vague the in-game calibers are one can't really be sure) or shotgun shells.&lt;br /&gt;
&lt;br /&gt;
The cylinder is reloaded through a side-mounted gate (with there not even being an ejector rod for the player character to ignore this time around, though the cap-and-ball version's loading/ramming lever is still alive and well), and the shotgun is reloaded through a completely fictitious method wherein the player character grabs the barrel and breaks the weapon open, in a manner possibly inspired by the LeMat seen in the TV series ''Johnny Ringo''; exactly why this method can't be used to reload the cylinder as well isn't clear, apart from the usual &amp;quot;balance reasons&amp;quot;.&lt;br /&gt;
[[File:Lemat.jpg|thumb|none|350px|LeMat 1861 (Pietta reproduction) - .36 ball &amp;amp; 20 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1873==&lt;br /&gt;
The [[Winchester Model 1873]] appears as the &amp;quot;Winfield M1873&amp;quot;. It has multiple variants - the &amp;quot;Winfield M1873C&amp;quot;, which is lighter and easier to aim but has a 7 round mag tube, the &amp;quot;Winfield M1873 Aperture&amp;quot;, which as the name implies uses a Vernier aperture sight, the &amp;quot;Winfield M1873 Swift&amp;quot;, which is modified to accept a speedloader, the &amp;quot;Winfield M1873 Talon&amp;quot;, which mounts blades on the stock for improved melee damage, the &amp;quot;Winfield M1873C Marksman&amp;quot;, which attaches a scope, and the &amp;quot;Winfield M1873 Silencer&amp;quot;, which is fitted with a integral suppressor.&lt;br /&gt;
[[File:Winchester1873short.jpg|thumb|none|450px|Winchester Model 1873 - .44-40 WCF]]&lt;br /&gt;
[[File:1873shortmag.jpg|thumb|none|450px|Winchester Model 1873 with short tube magazine - .44-40 WCF]]&lt;br /&gt;
[[File:Hunt18731.jpg|thumb|none|600px|A hunter wanders the woods with his trusty M1873.]]&lt;br /&gt;
[[File:Hunt18732.jpg|thumb|none|600px|Iron sights of the &amp;quot;Winfield M1873&amp;quot;, serviceable at close to long range.]]&lt;br /&gt;
[[File:Hunt18733.jpg|thumb|none|600px|Reloading the &amp;quot;Winfield M1873&amp;quot;, shared between it and the later Vetterli.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps 1874==&lt;br /&gt;
The [[Sharps 1874]] appears as the &amp;quot;Sparks LRR&amp;quot; (Long Range Rifle) chambered in .45-70. It has two variants - the &amp;quot;Sparks LRR Sniper&amp;quot;, which uses a scope, and the &amp;quot;Sparks LRR Silencer&amp;quot;, which is self-explanatory.&lt;br /&gt;
[[Image:Sharps_1874_Buffalo.jpg|thumb|none|450px|Sharps 1874 - .45-70]]&lt;br /&gt;
[[Image:HuntSharps1.jpg|thumb|none|600px|A hunter carries around his Sparks rifle before realizing he isn't in Kansas anymore.]]&lt;br /&gt;
[[Image:HuntSharps2.jpg|thumb|none|600px|Aiming the &amp;quot;Sparks LRR&amp;quot; towards a faraway foe.]]&lt;br /&gt;
[[Image:HuntSharps3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Sparks LRR&amp;quot;, fairly small and not adjustable outside of the raised sights of the Silenced version.]]&lt;br /&gt;
[[Image:HuntSharps4.jpg|thumb|none|600px|Reloading the &amp;quot;Sparks LRR&amp;quot; by lowering the breech, sliding a shell in before closing the breech and recocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
==Vetterli M1869/71 Carbine==&lt;br /&gt;
The Swiss [[Vetterli Rifle|Vetterli M1869/71 Carbine]] appears as the &amp;quot;Vetterli 71 Karabiner&amp;quot;. The &amp;quot;Bayonet&amp;quot; variant adds a bayonet and the &amp;quot;Deadeye&amp;quot; variant adds a scope.&lt;br /&gt;
[[Image:VetterliShortRifle.JPG|thumb|none|450px|Vetterli M1869/71 Carbine - 10.4mm]]&lt;br /&gt;
[[Image:HuntVetterli1.jpg|thumb|none|600px|Having realized that water demons aren't scared by tiny derringers, the hunter switches over to his Vetterli.]]&lt;br /&gt;
[[Image:HuntVetterli2.jpg|thumb|none|600px|Aiming the &amp;quot;Vetterli 71 Karabiner&amp;quot; in an attempt to keep the water devils away.]]&lt;br /&gt;
[[Image:HuntVetterli3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Vetterli 71 Karabiner&amp;quot;, small but servicable.]]&lt;br /&gt;
[[Image:HuntVetterli4.jpg|thumb|none|600px|Reloading the &amp;quot;Vetterli 71 Karabiner&amp;quot;, like the Winchester before, although with a properly modeled 10.4mm Swiss round.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M1891==&lt;br /&gt;
The [[Mosin-Nagant_Rifle#Mosin_Nagant_Rifle|Mosin-Nagant M1891]] appears under its real name. It appears to be mostly based on the 3rd configuration of the M1891 infantry rifle due to having a front sling swivel, an upper handguard, and an open blade front sight. It also has a rear sight similar to a M1891/30 and a curved pistol grip like the Finnish [[Mosin-Nagant_Rifle#M39_Finnish_Mosin-Nagant_Rifle|M39]]. It has several variants - the self-explanatory &amp;quot;Bayonet&amp;quot;, two cut-down &amp;quot;Obrez&amp;quot; variants, one with a melee-damage-increasing &amp;quot;Mace&amp;quot; (a steel cap on the end of the stock, rather reminiscent of many [[Flintlock Pistol]]s) and one without, the &amp;quot;Sniper&amp;quot; variant, which adds the expected scope, and the &amp;quot;Avtomat&amp;quot; variant, which is an automatic conversion bearing some resemblance to the [[Huot Automatic Rifle]] that has a fifteen-round drum magazine (still loaded with stripper clips).&lt;br /&gt;
[[Image:Mosin18913rd.jpg|thumb|none|450px|Russian Mosin Nagant M1891 3rd configuration - 7.62x54mm R]]&lt;br /&gt;
[[Image:HuntMosin1.jpg|thumb|none|600px|A hunter skulks around a court yard with his Mosin.]]&lt;br /&gt;
[[Image:HuntMosin2.jpg|thumb|none|600px|Iron sights of the &amp;quot;Mosin-Nagant M1891&amp;quot;, about as small as the real M1891's.]]&lt;br /&gt;
[[Image:HuntMosin3.jpg|thumb|none|600px|Reloading the &amp;quot;Mosin-Nagant M1891&amp;quot; with a stripper clip, filled with non-spitzer type rounds which is accurate for the era.]]&lt;br /&gt;
&lt;br /&gt;
==Double Rifle==&lt;br /&gt;
A double rifle, possibly a [[Holland &amp;amp; Holland Double Rifle|Holland &amp;amp; Holland]], appears as the &amp;quot;Nitro Express Rifle&amp;quot;.&lt;br /&gt;
[[Image:Royal-double-rifle.jpg|thumb|none|450px|Holland &amp;amp; Holland 'Royal' Double Barrel Rifle - various calibres]]&lt;br /&gt;
[[Image:HuntNitro1.jpg|thumb|none|600px|A hunter stalks his prey with his &amp;quot;Nitro Express Rifle&amp;quot;.]]&lt;br /&gt;
[[Image:HuntNitro2.jpg|thumb|none|600px|The Vernier sights of the Express Rifle, easy to read especially when blasting grunts from 10 feet away.]]&lt;br /&gt;
[[Image:HuntNitro3.jpg|thumb|none|600px|Reloading the &amp;quot;Nitro Express Rifle&amp;quot; after a job well done, identical to the Colt M1878's animation.]]&lt;br /&gt;
&lt;br /&gt;
==Lebel 1886==&lt;br /&gt;
The [[Lebel 1886]] was added to the game in Update 6.0 under its real name, albeit with a higher capacity of 10 rounds instead of 8, as two additional rounds can actually be held in the chamber and the lifter. There are two varieties of Lebel, the &amp;quot;Lebel Talon&amp;quot; which has an axe blade in the butt stock that boost melee damage as well as a scoped version known as the &amp;quot;Lebel Marksman&amp;quot;.&lt;br /&gt;
[[Image:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50mmR Lebel]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Colt Model 1878==&lt;br /&gt;
The [[Colt_Model_1878_Coach_Gun|Colt Model 1878 Coach Gun]] appears as the &amp;quot;Caldwell Rival 78&amp;quot;. A sawn off version known as the &amp;quot;Handcannon&amp;quot; is also available.&lt;br /&gt;
[[Image:Colt1878.jpg|thumb|none|450px|Colt Model 1878 - 12 gauge]]&lt;br /&gt;
[[Image:Hunt18781.jpg|thumb|none|600px|A hunter wields his Rival 78 while staring into the water, watching for any water devils.]]&lt;br /&gt;
[[Image:Hunt18782.jpg|thumb|none|600px|Aiming the Rival after scaring said devils away with a bit of buckshot.]]&lt;br /&gt;
[[Image:Hunt18783.jpg|thumb|none|600px|Iron sights of the Caldwell Rival 78, oddly modeled with a set of half-moon posts on the rear that go unused.]]&lt;br /&gt;
[[Image:Hunt18784.jpg|thumb|none|600px|Reloading the &amp;quot;Caldwell Rival 78&amp;quot; by breaking it open, replacing the shells and cocking the hammers. There is a seperate animation for firing a single shot, which is always nice to see.]]&lt;br /&gt;
&lt;br /&gt;
==Spencer 1882==&lt;br /&gt;
The [[Spencer 1882]] appears as the &amp;quot;Specter 1882&amp;quot;. The shotgun has a capacity of 4+1, one less than reality, where its tube magazine holds 5 rounds. It has a shortened variant with a bayonet attached resembling a WWI era trench gun, and a sawed-off variant with a three-round magazine tube and a gripped metal pump handle.&lt;br /&gt;
[[Image:SpencerShotgun.jpg|thumb|none|450px|Spencer 1882 - 12 gauge]]&lt;br /&gt;
[[Image:HuntSpencer1.jpg|thumb|none|600px|A hunter wanders the bayou at night with his Specter.]]&lt;br /&gt;
[[Image:HuntSpencer2.jpg|thumb|none|600px|Aiming the &amp;quot;Specter 1882&amp;quot; at the other kind of specter.]]&lt;br /&gt;
[[Image:HuntSpencer3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Specter 1882&amp;quot;, a small bead way out in front.]]&lt;br /&gt;
[[Image:HuntSpencer4.jpg|thumb|none|600px|Reloading the &amp;quot;Specter 1882&amp;quot;. The reload procedure is depicted correctly, with the new shells being loaded into the open action after pulling back the pump. This also unfortunately ejects the chambered shell, but that shell can be recovered if the hunter has the &amp;quot;Bulletgrubber&amp;quot; trait. The empty reload process will fill up the tube magazine to its in-game capacity of 4, then work the action to chamber one round. Reloading again will then fill it up to capacity.]]&lt;br /&gt;
[[Image:HuntShowdownSpencerSuperShorty.jpg|thumb|none|600px|A wander around a small bayou churchyard yields the Specter Compact, or the Spencer Super Shorty.]]&lt;br /&gt;
[[Image:HuntShowdownSpencerShortyAim.jpg|thumb|none|600px|Hearing a bunch of loud groaning, the hunter aims, revealing the detail in both fake Spencer markings and the scratch made pump handle.]]&lt;br /&gt;
&lt;br /&gt;
==Single Barreled Shotgun==&lt;br /&gt;
A [[Single Barreled Shotgun]] appears as the &amp;quot;Romero 77&amp;quot; (possibly a reference to director [[George A. Romero]]). There are 3 variants available, including a sawn-off version called the &amp;quot;Handcannon&amp;quot;,  a full sized version with a large melee assembly on the stock called the &amp;quot;Talon&amp;quot;, and a sawn off made into a makeshift hatchet which is fittingly dubbed the &amp;quot;Hatchet&amp;quot;.&lt;br /&gt;
[[Image:MontgomeryWardTxRanger.jpg|thumb|none|450px|Montgomery Ward Texas Ranger - 12 gauge]]&lt;br /&gt;
[[Image:HuntShotgun1.jpg|thumb|none|600px|A hunter goes Deadite hunting with  his Romero 77.]]&lt;br /&gt;
[[Image:HuntShotgun2.jpg|thumb|none|600px|Aiming the &amp;quot;Romero 77&amp;quot; at a particularly threatening bush.]]&lt;br /&gt;
[[Image:HuntShotgun3.jpg|thumb|none|600px|Iron sights of the &amp;quot;Romero 77&amp;quot;, it's exactly what you'd expect from a single barreled shotgun.]]&lt;br /&gt;
[[Image:HuntShotgun4.jpg|thumb|none|600px|Reloading the &amp;quot;Romero 77&amp;quot; by grabbing the old shell, placing a new one in before tossing the old away, closing the shotgun and cocking the hammer. This animation was replaced with one that shows the Romero operating with an automatic ejector thus shortening the reload time.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroSawnOffReload.jpg|thumb|none|600px|The new animation being demonstrated with the sawn off model, the gun is opened up and the shell is ejected.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroReload2.jpg|thumb|none|600px|Before replacing the shell, closing the action and recocking the hammer.]]&lt;br /&gt;
[[Image:HuntShowdownRomeroWhack.jpg|thumb|none|600px|Hilarously, the bash animation for the sawn off Romero has it being used as a sort of hammer, here being used to keep a &amp;quot;grunt&amp;quot; at bay.]]&lt;br /&gt;
 &lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] appears as the &amp;quot;Crown &amp;amp; King Auto-5&amp;quot;.&lt;br /&gt;
[[Image:BrowAut5.jpg|thumb|none|450px|Browning Auto 5 - 12 gauge]]&lt;br /&gt;
[[Image:HuntAuto1.jpg|thumb|none|600px|A hunter rushes across a rickety walkway with his &amp;quot;Auto-5&amp;quot;.]]&lt;br /&gt;
[[Image:HuntAuto2.jpg|thumb|none|600px|Iron sights of the &amp;quot;Crown &amp;amp; King Auto-5&amp;quot;, simple bead and rear markings that say that the shotgun was produced around 10 years prior to the actual Auto-5.]]&lt;br /&gt;
[[Image:HuntAuto3.jpg|thumb|none|600px|Reloading the &amp;quot;Crown &amp;amp; King Auto-5&amp;quot;, this is mildly inaccurate as pre-1950 Auto-5's required the user to hold the bolt release button to actually load shells.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Red_Dead_Redemption_II&amp;diff=1302040</id>
		<title>Red Dead Redemption II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Red_Dead_Redemption_II&amp;diff=1302040"/>
		<updated>2019-10-19T21:16:03Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Spencer Model 1860 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Red Dead Redemption II&lt;br /&gt;
|picture = Red Dead Redemption 2A.jpg&lt;br /&gt;
|caption = ''Box Art''&lt;br /&gt;
|series= Red Dead&lt;br /&gt;
|date= October 26, 2018&lt;br /&gt;
|developer=Rockstar Studios&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher= Rockstar Games&lt;br /&gt;
|genre=Third-Person Shooter, First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in ''Red Dead Redemption II:'''''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Like the eighth generation versions of ''[[Grand Theft Auto V]]'', ''Red Dead Redemption II'' has both first-person and third-person modes that can be switched at the press of a key. This page will ideally cover both first-person and third-person views of weapons.&lt;br /&gt;
&lt;br /&gt;
Similar to ''[[Red Dead Redemption]]'', ammunition is generalized by weapon type, but with more sub-variety this time. Normal ammo comes in regular, high velocity (boosts damage and range), express (bigger boost to damage), split point (higher damage and accuracy), and explosive variants (some of these ammo types are bought, others are crafted), while shotgun shells come in buckshot, slugs, and also incendiary buckshot and explosive slugs. Barrels, triggers, frames, hammers, sights, and stocks can all be visually customized.&lt;br /&gt;
&lt;br /&gt;
Weapons can become dirty with extended use, which reduces weapon stats, and player character Arthur Morgan can clean them in the weapon menu by purchasing oil from shops or by paying a gunsmith to fix them. When firing single-action revolvers, Arthur needs to manually cock the hammer by pressing the fire key once before pressing it again to fire the weapon. Pump-action, bolt-action, and lever-action weapons also need to be manually cycled by the player with the fire key. Arthur can also fan some of the revolvers when rapid firing, and can also dual-wield handguns and the sawed-off double-barreled shotgun.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon names are a mix of generic names and some fictional weapon names. Weapon descriptions in the compendium provide many fictional firearm makers for the real guns, such as D. D. Packenbush, Hutton &amp;amp; Baird, and Peeters &amp;amp; Janssens.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] returns from the first game as the &amp;quot;Semi-Automatic Pistol.&amp;quot; It is first available for purchase in Chapter 5 and, due to its detachable box magazine, has a much faster reload speed over the Mauser Pistol.&lt;br /&gt;
[[Image:borchardtc93.jpg |thumb|none|300px|Borchardt C-93 - 7.65x25mm Borchardt]]&lt;br /&gt;
[[Image:RDRII_borc1.jpg|thumb|none|600px|The C-93 on the gun shop table. Oddly enough, unlike the first game, it is incorrectly modeled, with an inclined grip, shorter barrel (which can be replaced by a long one with customization), and a strangely elongated trigger guard (the first two changes also give the C-93 some resemblance to its successor, the [[Luger]] pistol).]]&lt;br /&gt;
[[Image:RDRII_borc2.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:RDRII_borc3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Berchardt_C93_ADS.jpg‎|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_borc4.jpg|thumb|none|600px|Reloading a new magazine.]]&lt;br /&gt;
[[Image:RDRII_borc5.jpg|thumb|none|600px|Chambering.]]&lt;br /&gt;
&lt;br /&gt;
==Colt New Army &amp;amp; Navy==&lt;br /&gt;
The [[Colt New Army &amp;amp; Navy]] returns from the previous game as the &amp;quot;Double-Action Revolver&amp;quot;, and can be unlocked for early use upon the game's release by completing a series of tasks in ''[[Grand Theft Auto V#Colt New Army &amp;amp; Navy|GTA Online]]''. The &amp;quot;High Roller&amp;quot; skin for the revolver is one of the four early access DLC items. The revolver has a short barrel by default, which can be extended up to 6&amp;quot; in length through customization.&lt;br /&gt;
[[Image:Colt M1892 4.5 inch barrel.jpg|thumb|none|300px|Colt Civilian Model 1892 New Army &amp;amp; Navy with 4 1/2 inch barrel - .38 Long Colt]]&lt;br /&gt;
[[File:RDR 2 Trailer 3 Van der Linde Gang.jpg|thumb|none|600px|Members of Dutch's gang with Colt New Army &amp;amp; Navy revolvers on the left.]]&lt;br /&gt;
[[File:RDR2-ColtA&amp;amp;N-Reload.jpg|thumb|none|600px|Arthur Morgan reloading a Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_DARevolver.jpg|thumb|none|600px|Micah Bell fires the Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_NewArmy3.jpg|thumb|none|600px|Holding a rusty Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_NewArmy2.jpg|thumb|none|600px|Aiming. Note the cocked hammer.  The first time the weapon is aimed after drawing/reloading, the hammer is automatically cocked.  Subsequent shots are fired in double-action.]]&lt;br /&gt;
[[Image:1889 ADS.jpg|thumb|none|600px|Aiming Down Sights.  Note that the hammer is down.]]&lt;br /&gt;
[[Image:RDRII_NewArmy1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Hiroller.jpg|thumb|none|400px||The unique High Roller variant of the Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Paterson 1836==&lt;br /&gt;
A [[Colt Paterson 1836]] revolver can be seen on a collectable cigarette card image.&lt;br /&gt;
[[Image:ColtPatterson5thmodel.jpg|thumb|none|300px|Colt Paterson 5th Model - .36 caliber.]]&lt;br /&gt;
[[File:RDR 2 cicolt.jpg|thumb|none|600px|The image in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] returns from ''Red Dead Redemption'', again referred to as the &amp;quot;Cattleman Revolver&amp;quot;. It is probably the most common handgun in the game and is commonly carried by lawmen, bandits, bounty hunters, and civilians.  Customizing the gun with a long barrel turns it into a &amp;quot;Cavalry&amp;quot; model. Early in the game, (Chapter 2) if the player does the Stranger side-mission &amp;quot;The Noblest of Men and a Woman&amp;quot;, the player has a chance at collecting two unique versions of the Colt that come with various increased stats.&lt;br /&gt;
[[Image:Uberti boxed 3.jpg|thumb|none|300px|An Uberti &amp;quot;Cattleman&amp;quot; replica of Colt SAA &amp;quot;Artillery&amp;quot; model.]]&lt;br /&gt;
[[File:RDR2-SAA.jpg|thumb|none|600px|The SAA in Arthur Morgan's right hand.]]&lt;br /&gt;
[[File:RDR2-SAA-2.jpg|thumb|none|600px|Arthur Morgan dual-wielding SAAs.]]&lt;br /&gt;
[[File:RDR 2 First Look 4.jpg|thumb|none|600px|A good close-up of an SAA brandished by John Marston.]]&lt;br /&gt;
[[File:RDR2_SAA1.jpg|thumb|none|600px|Arthur holds a single SAA.]]&lt;br /&gt;
[[File:RDR2_SAA2.jpg|thumb|none|600px|He aims his Colt.]]&lt;br /&gt;
[[File:Colt_Peacemaker_ADS.jpg|thumb|none|600px|Aiming down the sights of the SAA.]]&lt;br /&gt;
[[File:RDR2_SAA3.jpg|thumb|none|600px|Reloading. In first-person, the fired rounds simply fly out without Arthur using the ejector rod. In third-person, however, Arthur's left hand is correctly working the ejector rod when reloading.]]&lt;br /&gt;
[[File:Colt_Peacemaker_Flaco's_Variant.jpg‎|thumb|none|600px|The unique Flaco Hernandez variant of the SAA.]]&lt;br /&gt;
[[File:Colt_Peacemaker_Granger's_Variant.jpg‎|thumb|none|600px|The unique Emmett Granger variant of the SAA.]]&lt;br /&gt;
&lt;br /&gt;
==FN Model 1900==&lt;br /&gt;
The [[FN Model 1900]] will be available with the release of the PC version of the game as the &amp;quot;M1899 Pistol&amp;quot;.&lt;br /&gt;
[[Image:FNM1900.jpg|thumb|none|300px|FN Model 1900 - .32 ACP]]&lt;br /&gt;
[[File:RDR2 M1899.jpg|thumb|none|600px|Despite being described as &amp;quot;M1899&amp;quot;, it still looks more like the slightly later FN 1900. Also note the serial number &amp;quot;989811.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==FN Model 1903==&lt;br /&gt;
The [[Colt Model 1903/1908#FN Browning 1903|FN Browning 1903 pistol]] is seen as a Sharpshooter award symbol.&lt;br /&gt;
[[Image:Browning 1903.jpg|thumb|none|300px|FN Browning Model 1903 Pistol - 9x20mm Browning Long]]&lt;br /&gt;
[[File:RDR2_FNpistol1.jpg|thumb|none|600px|The symbol is at the top left.]]&lt;br /&gt;
&lt;br /&gt;
==LeMat Revolver==&lt;br /&gt;
The [[LeMat Revolver]] is available with the May 2019 update in Red Dead Online. It holds 9 normal revolver rounds and a single shotgun round.&lt;br /&gt;
[[Image:Lemat.jpg|thumb|none|300px|LeMat 1861 current reproduction - .36 or .44 caliber.]]&lt;br /&gt;
[[File:RDR2-LeMat1.jpg|thumb|none|600px|The unupgraded LeMat on the gun shop table.]]&lt;br /&gt;
[[File:RDR2-LeMat2.jpg|thumb|none|600px|Holding a LeMat revolver with longer barrel.]]&lt;br /&gt;
[[File:RDR2-LeMat3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RDR2-LeMat4.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2-LeMat5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RDR2-LeMat6.jpg|thumb|none|600px|Aiming while the shotgun mode is activated.]]&lt;br /&gt;
[[File:RDR2-LeMat7.jpg|thumb|none|600px|Reloading the shotgun round.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The [[Mauser C96]] returns from the previous game as the &amp;quot;Mauser Pistol&amp;quot;, described as being designed and manufactured by the fictional &amp;quot;Mühlberg&amp;quot; company in Germany (&amp;quot;Mauser&amp;quot; instead of being relegated to the weapon's given name, apparently). Unlike in ''[[Red Dead Redemption]]'', the gun is correctly depicted as a semi-auto only version rather than an anachronistic machine-pistol. It also holds a correct 10 rounds rather than 15 in the first game. By doing the Stranger quest &amp;quot;The Noblest Men, and Woman,&amp;quot; the player can get a gold plated version of this gun off the body of Billy Midnight. The standard version does not unlock for purchase until much later in the game (though a free one can be grabbed during a mission late in Chapter 4).&lt;br /&gt;
[[Image:C96Pistol.jpg|thumb|none|300px|Mauser C96 - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:RDRII_Mauser.jpg|thumb|none|600px|The Mauser on the gun shop table. Interestingly, by default it has a shorter barrel (between the usual and the &amp;quot;Bolo&amp;quot; version), which can be turned to a standard length barrel with customization.]]&lt;br /&gt;
[[Image:RDRII_Mauser1.jpg|thumb|none|600px|Arthur holds a Mauser Pistol.]]&lt;br /&gt;
[[Image:RDRII_Mauser2.jpg|thumb|none|600px|Aiming. Note the hammer is cocked; when the weapon's just reloaded, the hammer will be down.]]&lt;br /&gt;
[[Image:RDRII_Mauser3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Mauser4.jpg|thumb|none|600px|Reloading a 10-round stripper clip. Regardless of the number of remaining rounds, the full clip will always be loaded, as if the pistol were completely empty. The bolt is correctly released immediately when the clip is removed.]]&lt;br /&gt;
[[Image:Mauser_C96_Midnight_Variant.jpg|thumb|none|600px|Billy Midnight's unique Mauser Pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield Model 3==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Schofield|Smith &amp;amp; Wesson Schofield Model 3 revolver]] appears as the &amp;quot;Schofield Revolver.&amp;quot; Dutch owns a pair of these revolvers as his personal firearms. After a particular mission in Chapter 4, the player can conclude &amp;quot;The Noblest of Men, and a Woman&amp;quot; Stranger quest and acquire a unique variant called Calloway's Revolver. Two unusable S&amp;amp;W &amp;quot;Wells Fargo&amp;quot; Schofield revolvers can be seen in a Showcase in Tumbleweed; the gun in the game can get a barrel of analogous length through customization.&lt;br /&gt;
[[Image:Schofield.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with nickel finish - .45 Schofield]]&lt;br /&gt;
[[File:RedDeadRedemption2Revolvers.jpg|thumb|none|600px|Promotional Picture of Dutch's revolvers.]]&lt;br /&gt;
[[File:RDR2_swScho1.jpg|thumb|none|600px|Holding the Revolver.]]&lt;br /&gt;
[[File:RDR2_swScho2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Schofield_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2_swScho3.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:RDR2_swScho4.jpg|thumb|none|600px|Reloading. The automatic ejector incorrectly only ejects the fired rounds, meaning that Arthur only needs to reload the fired rounds.]]&lt;br /&gt;
[[File:Calloway's_Unique_Schofield.jpg|thumb|none|600px|The special Calloway's Revolver variant.]]&lt;br /&gt;
[[File:Otis_Miller's_Revolver.jpg|thumb|none|600px|During the Epilogue, a gold-plated Schofield can be found in New Austin as part of an unmarked Treasure Hunt.]]&lt;br /&gt;
[[File:WellsFargoSchofield.jpg|thumb|none|300px|Smith &amp;amp; Wesson &amp;quot;Wells Fargo&amp;quot; Schofield with barrel cut down to five inches - .45 Schofield]]&lt;br /&gt;
[[File:RDR2_swm2.jpg|thumb|none|600px|Checking out the &amp;quot;Wells Fargo&amp;quot; model in the showcase.]]&lt;br /&gt;
&lt;br /&gt;
==U.S. Johnson Model 1836== &lt;br /&gt;
A low detail [[Flintlock Pistol|U.S. Johnson Model 1836]] is seen in a mission given by Jeremiah Compson.&lt;br /&gt;
[[Image:U.S. Johnson M1836.jpg|thumb|none|300px|U.S. Johnson Model 1836 - .54 cal]]&lt;br /&gt;
[[File:Rdr2-flintlock-1.jpg|thumb|none|600px|A squatter aims the Johnson at Arthur.]]&lt;br /&gt;
[[File:Rdr2-flintlock-2.jpg|thumb|none|600px|Another angle of the squatter holding Arthur at gunpoint.]]&lt;br /&gt;
[[File:Rdr2-flintlock-3.jpg|thumb|none|600px|Having evicted the squatters, Arthur examines the Johnson before leaving.]]&lt;br /&gt;
&lt;br /&gt;
==Volcanic Repeater==&lt;br /&gt;
The [[Volcanic Repeater]] returns from the previous game. When firing, Arthur Morgan performs a subtle flip cock between shots. The weapon holds eight shots, but oddly, adding the extended barrel (with tube magazine) does not increase capacity. &lt;br /&gt;
[[Image:Volcanic .jpg |thumb|none|300px|Volcanic Pistol - .31 or .41 caliber.]]&lt;br /&gt;
[[Image:RDRII_volcanic1.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:Volcanic_Pistol_Speed_Fire.jpg‎|thumb|none|600px|When firing rapidly, Arthur Morgan will grip the pistol with two hands. Like a mini lever rifle.]]&lt;br /&gt;
[[Image:RDRII_volcanic2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Volcanic_Pistol_ADS.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[Image:RDRII_volcanic3.jpg|thumb|none|600px|Reloading a single round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The anachronistic [[Carcano_Rifle_Series#Carcano_M91.2F38_Short_Rifle|Carcano M91/38 Short Rifle]] returns from the previous game instead of an accurate [[Carcano Rifle Series#Carcano M91 Rifle|M91 Long Rifle]]. Oddly enough it has a rear sight of a long M91. It is only available with a mounted scope. The player receives the weapon during a mission in Chapter 6. &lt;br /&gt;
[[Image:CarcanoM91-38ShortRifle.jpg‎|thumb|none|400px|Carcano M91/38 - 6.5x52mm.]]&lt;br /&gt;
[[File:RDR2-Carcano.jpg|thumb|none|600px|Sadie with the Carcano.]]&lt;br /&gt;
[[Image:RDRII_carc1.jpg|thumb|none|600px|The Carcano Rifle on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_carc2.jpg|thumb|none|600px|Holding the Carcano. Note the rear sight.]]&lt;br /&gt;
[[Image:RDRII_carc3.jpg|thumb|none|600px|Using the iron sight.]]&lt;br /&gt;
[[Image:RDRII_carc4.jpg|thumb|none|600px|Reloading an en-bloc clip. Arthur always loads in a full en-bloc clip regardless if there is any ammo remaining.]]&lt;br /&gt;
[[Image:RDRII_carc5.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[Image:RDRII_carc6.jpg|thumb|none|600px|A view of the Carcano while riding.]]&lt;br /&gt;
[[Image:RDRII_carc7.jpg|thumb|none|600px|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Evans Repeating Rifle==&lt;br /&gt;
The [[Evans Repeating Rifle]] is available with the March 2019 update in Red Dead Online. Unlike the Evans in the prior ''Red Dead'' game, which held an incorrect 22 rounds, the Evans in ''RDRII'' has a partially-correct capacity of 26; while this is the correct capacity for the magazine itself, 2 more rounds could be stored in the rifle altogether - one in the chamber, and one in the space between the magazine and chamber.&lt;br /&gt;
[[Image:EvansA.jpg|600px|thumb|none|400px|Evans Repeating Rifle - .44 Evans Short]]&lt;br /&gt;
[[Image:RDRII_rvans1.jpg|thumb|none|600px|Holding the Evans Repeating Rifle.]]&lt;br /&gt;
[[Image:RDRII_rvans2.jpg|thumb|none|600px|Using the iron sight.]]&lt;br /&gt;
[[Image:RDRII_rvans3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_rvans4.jpg|thumb|none|600px|A view of the rifle while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 1860==&lt;br /&gt;
The [[Henry 1860]] appears as the &amp;quot;Litchfield Repeater&amp;quot; and is depicted with an enlarged lever loop. The weapon is first available during a mission in Chapter 6. &lt;br /&gt;
[[Image:Henry.jpg|thumb|none|400px|Henry 1860 brass-frame - .44 Rimfire (RF).]]&lt;br /&gt;
[[File:RDR 2 First Look 36.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RDRII_Henry.jpg|thumb|none|600px|The Henry on the gun shop table.]]&lt;br /&gt;
[[Image:Henry1.jpg|thumb|none|600px|Holding the &amp;quot;Litchfield Repeater.&amp;quot;]]&lt;br /&gt;
[[Image:Henry2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Henry_1860_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Henry3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Henry4.jpg|thumb|none|600px|Holding the Henry while riding.]]&lt;br /&gt;
[[Image:Henry_1860_from_horseback_RDR2.jpg|thumb|none|600px|Holding the Henry 1860 while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen Rifle==&lt;br /&gt;
A hybrid [[Krag-Jørgensen]] comprised of the US and Danish variants appears as the &amp;quot;Bolt-Action Rifle&amp;quot; and is Bill Williamson's weapon of choice. The weapon is unlocked for use by the player in Chapter 3. Unlike in ''[[Red Dead Redemption]]'', Arthur Morgan reloads five rounds quickly into the breach instead of using an incorrect stripper clip. &lt;br /&gt;
[[Image:USKragRifle.jpg|thumb|none|400px|US Property Marked Krag-Jørgensen Model 1896 Rifle - .30-40 Krag]]&lt;br /&gt;
[[File:Danish Krag Carbine.jpg|thumb|none|400px|Krag-Jørgensen Model 1889 Artillery Carbine - 8x58R]]&lt;br /&gt;
[[File:RDR2-krag.jpg|thumb|none|600px|Wallpaper of Bill Williamson on the right holding the Krag.]]&lt;br /&gt;
[[File:RDR2-Rifle.jpg|thumb|none|600px|The rifle over his back.]]&lt;br /&gt;
[[File:RDR2-krag1.jpg|thumb|none|600px|Arthur holds the rifle.]]&lt;br /&gt;
[[File:RDR2-krag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Krag_Jorgsen_ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:RDR2-krag3.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[File:RDR2-krag4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RDR2-krag5.jpg|thumb|none|600px|Holding the rifle while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Rolling Block==&lt;br /&gt;
The [[Remington Rolling Block|Remington Rolling Block Sporting Rifle]] returns as the &amp;quot;Rolling Block Rifle.&amp;quot;&lt;br /&gt;
[[Image:Remington rollingblock no1.jpg|thumb|none|400px|Remington Rolling Block Sporting Rifle - .45]]&lt;br /&gt;
[[File:RDR2-RemRoll1.jpg|thumb|none|600px|Arthur holds the Remington.]]&lt;br /&gt;
[[File:RDR2-RemRoll2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:RDR2-RemRoll2_1.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:RDR2-RemRoll3.jpg|thumb|none|600px|Using the scope.]]&lt;br /&gt;
[[File:RDR2-RemRoll3_1.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:RDR2-RemRoll4.jpg|thumb|none|600px|Holding the Remington while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps 1874 Buffalo==&lt;br /&gt;
When the player's tent is upgraded, an unusable rusty [[Sharps 1874 Buffalo]] rifle with spike bayonet can be seen. Another one, seemingly the same model, can also be seen driven by its bayonet into a tree near the old church in Lemoyne.&lt;br /&gt;
[[Image:Sharps 1874 Buffalo.jpg‎|thumb|none|400px|Sharps 1874 Buffalo - .45-70 caliber]]&lt;br /&gt;
[[File:RDR2-sharps.jpg|thumb|none|600px|The Sharps rifle in Arthur's tent.]]&lt;br /&gt;
[[File:RDR2TreeSharps.jpg|thumb|none|600px|The Sharps seen driven into the tree.]]&lt;br /&gt;
&lt;br /&gt;
==Spencer Model 1860 Carbine==&lt;br /&gt;
The [[Spencer 1860 Carbine|Spencer Model 1860 Carbine]] appears as the &amp;quot;Carbine Repeater,&amp;quot; inverted from its designation in ''Red Dead Redemption''. The Spencer 1860 is among the most common long guns in the game and is used by numerous NPCs. An interesting feature of the rifle is that to make up for its slow fire rate, the weapon's magazine is fully topped up on every reload via the use of Blakeslee tubes, rather than ''Red Dead Redemption'''s strange breech-loading animation.&lt;br /&gt;
[[Image:Spencer 1860 Carbine.jpg|thumb|none|400px|Spencer 1860 Carbine - .56-56 RF.]]&lt;br /&gt;
[[File:RDR2-Spencer-1860.jpg|thumb|none|600px|The Spencer slung across Arthur's back.]]&lt;br /&gt;
[[File:RDR 2 First Look 6.jpg|thumb|none|600px|Sadie on the right with a Spencer in hand.]]&lt;br /&gt;
[[File:RDR2_spencer1.jpg|thumb|none|600px|Arthur holds a Carbine Repeater.]]&lt;br /&gt;
[[File:RDR2_spencer1_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Spencer_Carbine_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2_spencer2.jpg|thumb|none|600px|Topping up the magazine with a Blakeslee tube.]]&lt;br /&gt;
[[File:RDR2_spencer3.jpg|thumb|none|600px|He holds the carbine while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Trapdoor 1873==&lt;br /&gt;
The [[Trapdoor Springfield Rifle|1873 Springfield Trapdoor Rifle]] appears in the game as the &amp;quot;Springfield Rifle.&amp;quot; Unlike the previous game, the Springfield is now the full-length rifle and correctly holds a single round instead of four.&lt;br /&gt;
[[Image:UmbertiTrapdoorFullSize.jpg|thumb|none|400px|1873 Springfield Trapdoor Rifle - .45/70]]&lt;br /&gt;
[[File:RDR2-spring1.jpg|thumb|none|600px|Holding the Springfield.]]&lt;br /&gt;
[[File:RDR2-spring2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Springfield_Trapdoor_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2-spring3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;==&lt;br /&gt;
The [[Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;]] appears as the &amp;quot;Lancaster Repeater.&amp;quot; This is a rather odd choice as by 1899, Winchester rifles like the Model 1873, 1892, and 1894 would have been more widespread. Customizing the frame with steel makes the gun look like the [[Winchester Model 1873]]. U.S. Army soldiers are seen with the Winchester Model 1866, which is wildly inaccurate as they should be using the Krag-Jørgensen, and unlike the [[Red Dead Redemption|previous game]], there's no &amp;quot;it's not included in the game!&amp;quot; excuse to fall back on this time.&lt;br /&gt;
[[Image:Winchester66.jpg|thumb|none|400px|Winchester 1866 &amp;quot;Yellow Boy&amp;quot; Carbine - .44 RF]]&lt;br /&gt;
[[File:RDR2-winyell1.jpg|thumb|none|600px|Holding the Lancaster.]]&lt;br /&gt;
[[File:RDR2-winyell2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Winchester_ADS.jpg‎|thumb|none|600px|Aiming down the sights. Here the rifle is customized with steel, making it look like a Model 1873.]]&lt;br /&gt;
[[File:RDR2-win3.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:RDR2-winyell4.jpg|thumb|none|600px|Holding while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1890==&lt;br /&gt;
The [[Winchester Model 1890]] appears as the &amp;quot;Varmint Rifle.&amp;quot; Being a .22 Caliber weapon in-game, it comes with its own ammo type. &lt;br /&gt;
[[Image:Win1890.jpg|thumb|none|400px|Winchester Model 1890 - .22 Short Rimfire]]&lt;br /&gt;
[[Image:RDRII_Varmint.jpg|thumb|none|600px|The Varmint Rifle on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_Varmint1.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:RDRII_Varmint2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1890_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Varmint3.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]] returns from the previous game as the &amp;quot;Semi-Automatic Shotgun&amp;quot;. The game takes place in 1899, making the Auto-5 technically anachronistic - while John Moses Browning began designing the shotgun in 1898, production did not officially begin until 1902. &lt;br /&gt;
[[File:RemingtonRiot11.jpg|none|thumb|400px|Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[File:RDR2-BrowningAuto5.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RDRII_Browning1.jpg|thumb|none|600px|The Browning Auto on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_Browning3.jpg|thumb|none|600px|Holding the &amp;quot;Semi-Automatic Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_Browning2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Browning_A5_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Browning4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_Browning5.jpg|thumb|none|600px|Holding while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun]] with exposed hammers is the first shotgun received and is commonly used by NPCs.  &lt;br /&gt;
[[File:Rem1889.jpg|thumb|none|400px|Remington Model 1889 - 12 Gauge]]&lt;br /&gt;
[[File:RDR2-DoubleBarrel.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RDR2-Arthur-Double-Barrel.jpg|thumb|none|600px|Arthur Morgan holds the Double Barrel.]]&lt;br /&gt;
[[Image:RDRII_dbshot1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Double_Barrel_Shotgun_ADS.jpg|thumb|none|600px|Aiming down the sights, not that you ever need to with this gun...]]&lt;br /&gt;
[[Image:RDRII_dbshot2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Shotgun==&lt;br /&gt;
Charles Smith uses a [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed Off Shotgun]] as his weapon of choice. It is acquired by the player early in the prologue and is occasionally used by NPCs. Unlike the first game, it has exposed hammers. It can be dual-wielded in pairs or with another weapon. &lt;br /&gt;
[[Image:Sawed off exposed hammers.jpg|thumb|400px|none|Sawed off side by side shotgun with exposed hammers - 12 gauge]]&lt;br /&gt;
[[File:RDR 2 Trailer 3 Van der Linde Gang.jpg|thumb|none|600px|Smith, seen opposite Sadie Adler, with the sawed-off shotgun.]]&lt;br /&gt;
[[File:Sawn-off_Shotgun1.jpg|thumb|none|600px|Holding a single Sawed-Off Shotgun.]]&lt;br /&gt;
[[File:Sawn-off_Shotgun_ADS.jpg|thumb|none|600px|Aiming down the sights. Not that it's necessary.]]&lt;br /&gt;
[[File:RDR_2_Sawn_off_Dual_Weild.jpg|thumb|none|600px|Dual wielding a pair of sawn-off double barrel shotguns. Note that the weapon on the left has a leather wrap foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears as the &amp;quot;Repeating Shotgun&amp;quot;. It's possibly the 10 gauge version, as it is the most powerful shotgun in the game. It also has a capacity of six shells, the most out of all shotguns. It's first available for purchase during Chapter 6.&lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|400px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[Image:RDRII_win87_1.jpg|thumb|none|600px|The Winchester M1887 on the gunshop table.]]&lt;br /&gt;
[[Image:RDRII_win87_2.jpg|thumb|none|600px|Holding the &amp;quot;Repeating Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_win87_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1887_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_win87_4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_win87_5.jpg|thumb|none|600px|Holding while riding.]]&lt;br /&gt;
[[Image:Winchester_1887_from_horseback_RDR2.jpg‎|thumb|none|600px|Holding a [[Winchester Model 1887]] while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] is available as the &amp;quot;Pump-Action Shotgun&amp;quot;. Unlike ''[[Red Dead Redemption]]'', the weapon is available from one of the early chapters, rather than being a late-game weapon.&lt;br /&gt;
[[Image:WinchesterM1897.jpg|thumb|none|400px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:RDR 2 First Look 14.jpg|thumb|none|600px|John holds the Winchester in his left hand while firing a Schofield.]]&lt;br /&gt;
[[Image:RDRII_Win97_1.jpg|thumb|none|600px|The Winchester M1897 on the gun shop table. The trigger guard is taken from the later [[Winchester Model 1912|Model 1912]].]]&lt;br /&gt;
[[Image:RDRII_Win97_4.jpg|thumb|none|600px|Holding the &amp;quot;Pump-Action Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_Win97_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1897_ADS.jpg|thumb|none|600px|Aiming down the sights. Note that the weapons can be customized with a variety of materials; this M1897 has a brass frame.]]&lt;br /&gt;
[[Image:RDRII_Win97_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_Win97_5.jpg|thumb|none|600px|Holding while on horseback]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Gatling Gun==&lt;br /&gt;
Two long 1874 model [[Gatling Gun]]s mounted on artillery carriages with ammunition boxes make an appearance in Fort Mercer. Unlike the first game, it comes with a top-mounted magazine.&lt;br /&gt;
[[Image:Gatling.jpg|thumb|none|400px|Colt Gatling Gun with Bruce Feed Guide - .45-70]]&lt;br /&gt;
[[File:RDR 2_gatling4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_gatling5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim 1895==&lt;br /&gt;
Replacing the previous game's anachronistic [[Browning M1917]], the far more period-appropriate [[Maxim 1895]] is used throughout the story. Characters in the game continuously refer to this weapon as a &amp;quot;Gatling Gun.&amp;quot; This is either intentional period specific slang meaning &amp;quot;machine gun&amp;quot; or it's an oversight by the developers who possibly had Gatling Guns planned for certain story missions. &lt;br /&gt;
[[File:Maxim1895.jpg|thumb|none|400px|Maxim 1895 on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:RDRII_Browning.jpg|thumb|none|600px|Arthur Morgan firing a Maxim 1895. He doesn't seem to be using the sights (though, to be fair, it's not like he could if he wanted to, seeing as his hat's in the way).]]&lt;br /&gt;
[[File:RDR2-Maxim.jpg|thumb|none|600px|An unprepared Maxim in the camp.]]&lt;br /&gt;
[[File:RDR2-Maxim1.jpg|thumb|none|600px|Arthur manning the Maxim.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1917==&lt;br /&gt;
The [[Browning M1917]] makes a cameo in the combat awards.&lt;br /&gt;
[[Image:BrowningM1917.jpg|thumb|none|400px|Browning M1917 - .30-06]]&lt;br /&gt;
[[File:RDR2-BrowningMG.jpg|thumb|none|600px|The symbol is at the top left.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
Arthur Morgan can also utilize a bow. It is a useful weapon for silent kills and can also be used for clean hunting kills on animals. The bow is capable of utilizing multiple types of arrows, including poison and incendiary arrows. &lt;br /&gt;
[[File:RDR 2 First Look 11.jpg|thumb|none|600px|Arthur with the bow in a promotional screenshot.]]&lt;br /&gt;
[[File:RDR 2 bow1.jpg|thumb|none|600px|Arthur holds the Bow.]]&lt;br /&gt;
[[File:RDR 2 bow2.jpg|thumb|none|600px|He draws back the bowstring.]]&lt;br /&gt;
&lt;br /&gt;
==Model 1841 6-Pdr Smoothbore Field Gun==&lt;br /&gt;
Several destroyed Model 1841 6-Pdr Smoothbore Field Guns can be seen on the former battlefield of Scarlett Meadows. On &amp;quot;Riley's Charge&amp;quot; there also intact and destroyed Field Guns.&lt;br /&gt;
[[File:RDR 2_cannon.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_cannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Revolving Cannon==&lt;br /&gt;
On Guarma island, Arthur can use a [[Gatling Gun|Hotchkiss Revolving Cannon]] to sink a Cuban armored ship.&lt;br /&gt;
[[File:RDR 2_gatling1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_gatling2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_gatling3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mountain Gun==&lt;br /&gt;
Several [[Hotchkiss Mountain Gun]]s can be seen on Guarma island. The player has the option of using one to blow open a wall in a later mission during Chapter 6. It's also the standard artillery for the U. S. Army.&lt;br /&gt;
[[Image:M 1886 1.65Hlmr.jpg|thumb|none|350px|M1886 Hotchkiss light mountain rifle - 42 mm (1.65 in)]]&lt;br /&gt;
[[File:RDR 2_hotch1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Red Dead Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Western Video Game]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1297548</id>
		<title>Call of Duty: Modern Warfare (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_Modern_Warfare_(2019)&amp;diff=1297548"/>
		<updated>2019-09-29T21:38:37Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
[[File:MW19-Cover.jpg|thumb|right|300px|''Call of Duty: Modern Warfare'' (2019)]]&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: Modern Warfare''''' is an upcoming first-person shooter developed by Infinity Ward and published by Activision, released in 2019, and the sixteenth main series installment in the ''Call of Duty'' series. ''Modern Warfare'' is a soft reboot of the original ''Modern Warfare'' trilogy (''[[Call of Duty 4: Modern Warfare]]'', ''[[Call of Duty: Modern Warfare 2]]'' and ''[[Call of Duty: Modern Warfare 3]]''), featuring a similar modern-day setting, a new version of classic MW character Captain Price (portrayed by [[Barry Sloane]] rather than Billy Murray), and similar classic ''Call of Duty'' gameplay, while telling a completely new story.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|Call of Duty: Modern Warfare}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
''Modern Warfare'' features a more extensive system of weapon customization than earlier ''Call of Duty'' games, with possibilities of customizing a weapon's furniture and even caliber in addition to magazines and attachments. This page will cover the default forms of in-game weapons as they relate to real life weapons, and the real life weapons that a weapon can be customized to match in its subsections.&lt;br /&gt;
&lt;br /&gt;
''Modern Warfare'' features a more expansive set of weapon animations than most other titles in the series, with different reloading animations when equipped with the reload hastening perk Sleight of Hand, animated fire mode switching, and a different sprint animation for the new Super Sprint ability. Players can now also reload many weapons when aiming down sights, the reload animation being the normal reload animations played at a different angle. As an additional note, third person weapon animations are also 1:1 to first-person animations.&lt;br /&gt;
&lt;br /&gt;
For what are apparently legal reasons, a lot of weapons and equipment featured in ''Modern Warfare'' have minor cosmetic differences compared to their real life counterparts, while still sharing the general shape and appearance to the real life weapons and equipment. An example of this quirk would be the Harrier jet used in the &amp;quot;VTOL Jet&amp;quot; killstreak having square air intakes instead of round air intakes.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears as the &amp;quot;.50 GS&amp;quot;. It is portrayed with the pins above the trigger guard in the wrong place and also has more grooves on the slide than the real Desert Eagle. It was explicitly said to be the .50 ''AE'' version in the alpha, but this was replaced in the beta with generic &amp;quot;.50 pistol&amp;quot; rounds. Its markings proclaim it to be manufactured by &amp;quot;Forge Tag Manufacturing&amp;quot;.&lt;br /&gt;
[[File:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX with brushed chrome finish - .50 AE]]&lt;br /&gt;
[[File:COD MWAlpha DesertEagle.jpg|thumb|600px|none|A player character holds a Desert Eagle Mark XIX.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 21==&lt;br /&gt;
The [[Glock 21]] appears in-game as the &amp;quot;X16&amp;quot;. It has a tan frame, and the slide has the appropriate &amp;quot;.45 Auto&amp;quot; markings, though the Glock logo has been replaced by that of the fictitious &amp;quot;XRC Texas&amp;quot;.&lt;br /&gt;
[[File:Glock21.jpg|thumb|none|350px|Glock 21 (3rd Generation) - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==Kimber Custom TLE/RL II==&lt;br /&gt;
The [[Kimber Custom TLE II|Kimber Custom TLE/RL II]] is featured in-game as the &amp;quot;1911&amp;quot;, and is fitted with traditional [[M1911A1]] style grips. A modified version looking similar to an STI Tactical (but with an [[STI Costa Comp Carry]] style rectangular cutout on the slide) is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
[[File:RLII.jpg|thumb|none|350px|Kimber Custom TLE/RL II - .45 ACP]]&lt;br /&gt;
[[File:STI Tac.jpg|thumb|none|350px|STI Tactical - 9x19mm / .40 S&amp;amp;W / .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 RX Compact==&lt;br /&gt;
The [[SIG-Sauer P320|SIG-Sauer P320 RX Compact]], identified by the optic cut on the slide, appears under the fictional designation &amp;quot;M19&amp;quot;. It has an FDE finish, and the slide is slightly longer than that of the real weapon, being intermediate between the compact and the full size model. The proprietary reflex sight is removed by default, but the weapon can optionally be fitted with various optics and other attachments.&lt;br /&gt;
[[File:P320 RX Compact.jpg|thumb|none|350px|SIG-Sauer P320 RX Compact with proprietary ROMEO1 sight - 9x19mm]]&lt;br /&gt;
[[File:MW19-P320-1.jpg|thumb|none|600px|Officer Kyle Gerrick firing a P320 at a terrorist in London.]]&lt;br /&gt;
&lt;br /&gt;
==Unidentified Revolver==&lt;br /&gt;
A revolver known simply as the &amp;quot;.357&amp;quot; appears in the game. Customization options include short-range scopes and different lengths of barrel.&lt;br /&gt;
[[File:MW19-Revolver-1.jpg|thumb|none|600px|This specific one is modified with a longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available in the game.&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR (Triple Rail) with optics removed - 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears simply as the &amp;quot;MP5&amp;quot;. It is fitted with a top rail and an unusable flashlight, and has a Navy trigger group. When equipped with the &amp;quot;no stock&amp;quot; attachment, the stock becomes collapsed.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the reloading process always involves opening and closing the bolt, even if the old magazine wasn't empty. This is appropriate due to the fact that loading a full magazine into a real MP5 can be difficult when the bolt is closed. The difference between the empty and non-empty reloading animations is that the former has the old magazine thrown away and the bolt closed with a classic slap, while during the latter the player character swaps the magazines while holding them together and thumbs the bolt into battery while still holding the old magazine.&lt;br /&gt;
[[File:Hk-mp5n.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group and threaded muzzle - 9x19mm]]&lt;br /&gt;
[[File:MW19-MP5-1.jpg|thumb|none|600px|An SAS operative wielding an MP5A3 fitted with a KAC QDSS NT-4 suppressor, micro red dot, and weaponlight.]]&lt;br /&gt;
[[File:COD MWAlpha MP5.jpg|thumb|none|600px|A multiplayer character holds an MP5A3 with Surefire 628LMF-B handguard and a red dot sight attached to a low profile rail system.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5A2===&lt;br /&gt;
The &amp;quot;solid body stock&amp;quot; attachment gives the MP5A3 a fixed stock, turning it into an [[MP5A2]].&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD3===&lt;br /&gt;
The MP5A3 can also be fitted with an integrally suppressed barrel, effectively turning it into an [[MP5SD3]].&lt;br /&gt;
[[File:MP5SD3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD3 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5SD2===&lt;br /&gt;
Combining the aforementioned solid stock and integral suppressor modifications turns the MP5A3 into an [[Heckler &amp;amp; Koch MP5SD|MP5SD2]].&lt;br /&gt;
[[File:MP5SD5.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch MP5/10===&lt;br /&gt;
The MP5 can be converted to fire 10mm Auto ammunition, turning it into an [[Heckler &amp;amp; Koch MP5/10|MP5/10]].&lt;br /&gt;
[[File:MP5-10-retractable.jpg|thumb|none|409px|Heckler &amp;amp; Koch MP5/10 with 3-round burst trigger group and retractable stock - 10mm Auto]]&lt;br /&gt;
[[File:Heckler and Koch MP510.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
A black [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;. As seen with the iron sights, charging handle, shape of the rear of the receiver, and side folding stock, it is modeled a bit differently than the regular MP7 design. When equipped with the extended magazine attachment, the MP7 feeds from a fictional square drum which appears to be inspired by the ProMag 5.56 65rd drum magazine.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:COD MWAlpha MP7.jpg|thumb|none|600px|The player character wields an MP7A2 outfitted with an EOtech EXPS2 sight and aftermarket stock adapter]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi#Uzi|Uzi]] is featured in the game.&lt;br /&gt;
[[File:Uzi-1.jpg|thumb|none|450px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:MW19-Uzi-1.jpg|thumb|none|600px|The Uzi on the far left.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] is featured in multiplayer.&lt;br /&gt;
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] appears simply as the &amp;quot;AUG&amp;quot;. One of the multiple customization options is the &amp;quot;long barrel&amp;quot;, which gives it an [[Steyr AUG HBAR|AUG HBAR]] style barrel.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|400px|Steyr AUG A3 9mm XS with RIS foregrip - 9x19mm]]&lt;br /&gt;
[[File:COD MWAlpha AUG.jpg|thumb|none|600px|The player character holds an AUG A3 9mm XS with a long barrel and EOtech EXPS2 sight. Note the properly modeled safety switch in the fire position. Despite the AUG using a progressive trigger system, the game erroneously uses the safety as a fire selector switch.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr AUG A3===&lt;br /&gt;
The weapon can be modified to use 5.56x45mm ammunition; coupled with the &amp;quot;heavy duty barrel&amp;quot; attachment, this essentially turns it into an [[Steyr AUG A3|AUG A3]] assault rifle.&lt;br /&gt;
[[File:SteyrAUGA3.jpg|thumb|none|450px|Steyr AUG A3 with optics removed and 16-inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is featured in the game.&lt;br /&gt;
[[File:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 with short barrel - 12 gauge]]&lt;br /&gt;
[[File:MW19-Origin12-1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:MW19-Origin12-2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament Masterkey==&lt;br /&gt;
A [[Knight's Armament Masterkey]] was seen attached to the &amp;quot;M4A1&amp;quot; in a customization teaser.&lt;br /&gt;
[[File:Masterkey02.jpg|thumb|none|400px|Knight's Armament Masterkey - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Over and Under Shotgun==&lt;br /&gt;
A 12 gauge [[Over and Under Shotgun]] (possibly a Browning Citori 725, given the in-game name &amp;quot;725&amp;quot;) is available in the game.&lt;br /&gt;
[[File:Browning Citori 12 Gauge.jpg|thumb|none|450px|Browning Citori - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha OU.jpg|thumb|none|600px|A player character wields a &amp;quot;725&amp;quot; shotgun outfitted with a magnified scope and adjustable stock.]]&lt;br /&gt;
[[File:MW2019 725 hammer.jpg|thumb|none|600px|A promotional image of the &amp;quot;Hammer&amp;quot; pre-customized variant of the &amp;quot;725&amp;quot;, given as a bonus to beta participants. It is customized with a pistol grip, angled foregrip, holographic sight, and suppressed short barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870 MCS]] appears, referred to as the &amp;quot;Model 680&amp;quot;. A modified version is seen in promotional material for some of the special editions of the game.&lt;br /&gt;
&lt;br /&gt;
In contrast to shell-by-shell loading shotguns from previous games, the reloading process finally involves pumping the handle only when the weapon was empty. This is the first game in the series since ''[[Call of Duty 3]]'' to correctly depict this procedure.&lt;br /&gt;
[[File:Rem870mcs 14.jpg|thumb|none|450px|Remington 870 MCS Entry - 12 gauge]]&lt;br /&gt;
[[File:COD MWAlpha Rem870.jpg|thumb|none|600px|The player character holds a Remington 870 MCS modified with a different pumping handle, a Magpul ACS stock and an AR stock adapter.]]&lt;br /&gt;
&lt;br /&gt;
==Standard Manufacturing DP-12==&lt;br /&gt;
The [[Standard Manufacturing DP-12]] appears as the &amp;quot;R9-0 Shotgun&amp;quot;.&lt;br /&gt;
[[File:SM DP-12 FD Earth.jpg|thumb|none|450px|Standard Manufacturing DP-12 (FDE) - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] appears, modeled with a proper milled dust cover. Customization options include a 45-round extended magazine and a 75-round drum mag; the &amp;quot;lightweight stock&amp;quot; attachment gives it an [[AKS-74]]'s folding stock, the &amp;quot;heavy stock&amp;quot; a [[PKM]]-style stock, and the &amp;quot;long barrel&amp;quot; an [[RPK]]-style barrel and bipod. The weapon can also be modified to use 5.45x39mm ammunition, giving it an AK-74's magazine. In this configuration, it is referred to as &amp;quot;AKS-74u&amp;quot;; weirdly enough, this is the case even if it isn't modified to Krinkov length as mentioned below.&lt;br /&gt;
[[File:TypeIII AK47.jpg|thumb|none|450px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MW19-AK47-1.jpg|thumb|none|600px|The AK-47 equipped with what appears to be a Matrix Aluminum Duckbill Flash Hider.]]&lt;br /&gt;
&lt;br /&gt;
===Arsenal AR-SF===&lt;br /&gt;
The AK-47 can be customized to resemble a Bulgarian [[Arsenal AR-SF]] with a Krinkov flash hider and wood furniture, though it retains the standard AK leaf sight as opposed to receiving an AR-SF's flip-up rear sight. When paired with the 5.45x39mm modification, the aforementioned &amp;quot;AKS-74u&amp;quot; identification, becomes more or less validated, although it's still not an exact match given the milled receiver.&lt;br /&gt;
[[File:7,62ar-sf.jpg|thumb|none|400px|Arsenal AR-SF - 7.62x39mm]]&lt;br /&gt;
[[File:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U, for comparison - 5.45x39mm]]&lt;br /&gt;
[[File:MW19-Krinkov-1.jpg|thumb|none|600px|The carbine in the multiplayer reveal trailer. Here it is equipped with the &amp;quot;no stock&amp;quot; attachment, which replaces the buttstock with what seems to be an unused stock adapter.]]&lt;br /&gt;
&lt;br /&gt;
==ASh-12.7==&lt;br /&gt;
The [[ASh-12.7]] prototype appears as the &amp;quot;Oden&amp;quot; (Russian for Odin, the king of the Norse pantheon of gods).&lt;br /&gt;
[[File:ASh-12 flattop.jpg|thumb|none|420px|ASh-12.7 prototype with flat top and suppressor - 12.7x55mm]]&lt;br /&gt;
[[File:ASh-12.jpg|thumb|none|420px|ASh-12.7 prototype - 12.7x55mm]]&lt;br /&gt;
[[File:COD MWAlpha Ash12.jpg|thumb|none|600px|The player character holds an ASh-12.7 rifle equipped with a magnified optic, Magpul AFG2 and a large suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The FAMAS F1 is featured in both single player and multiplayer. Amusingly, it was referred to as &amp;quot;FR .556&amp;quot; in early gameplay footage, but this was later changed to a more convincing &amp;quot;FR 5.56&amp;quot;. It is fitted with an Advanced Armament Blackout Muzzle Brake and also has MFI Sig MAD sights attached to rails mounted on the carrying handle (despite the original sights' presence); somewhat strangely, it also seems to have the barrel and gas block of a [[Remington ACR]], despite the FAMAS not even being gas-operated.&lt;br /&gt;
[[File:Famas.jpg|thumb|none|450px|FAMAS F1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|450px|Remington ACR with 14.5&amp;quot; barrel, 5-sided handguard, and fixed stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha FAMAS.jpg|thumb|none|600px|A player character wields a FAMAS F1 equipped with an optic on the carry handle mounted rail]]&lt;br /&gt;
[[File:MW19-FAMAS-1.jpg|thumb|none|600px|A FAMAS F1 being used by a terrorist at Piccadilly Circus in the reveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] is available in-game.&lt;br /&gt;
[[File:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[SCAR-H]] is available in-game. Despite it being fully-automatic (as well as having a visible full-auto selector switch), it is referred to as the civilian semi-automatic SCAR 17S. It is also seen in the &amp;quot;Poster&amp;quot; calling card in multiplayer.&lt;br /&gt;
[[File: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 HK433==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK433]] appears as the &amp;quot;Kilo 141&amp;quot;. The in-game model is marked with &amp;quot;Tempus Armaments&amp;quot;, a fictional arms manufacturer. &amp;quot;Kal. 5.56mm&amp;quot; is also inscribed on the rifle, which correctly reflects the German caliber markings of the real weapon.&lt;br /&gt;
[[File:HK433.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK433 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-PriceRifle-1.jpg|thumb|none|600px|Price with his suppressed HK433 modified with what appears to be a hybrid between Magpul ACS stock and KRISS Defiance stock. And a set of L-3 GPNVG-18 panoramic night-vision goggles somehow attached to his boonie hat without it falling off.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in-game, somehow classed as a marksman rifle. It is described as being chambered in &amp;quot;7.62 Mauser&amp;quot;: although this was likely a typo, the 7.62mm caliber can incidentally make sense since Karabiner 98k rifles converted to 7.62x51mm do exist. The usage of the Kar98k in a modern context is likely inspired by its real life usage in the Syrian Civil War and the War in Donbass.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
The [[M14]] appears as a designated marksman rifle. It is referred to as the &amp;quot;EBR-14&amp;quot; as of the beta, even though it was correctly called &amp;quot;M14&amp;quot; during the alpha. Like in ''[[Call of Duty 4: Modern Warfare]]'', it has a shorter 18&amp;quot; barrel.&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha M14.jpg|thumb|none|600px|The player character wields an M14 equipped with a Magpul AFG2 and magnified optic.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 1895==&lt;br /&gt;
The [[Marlin Model 1895]] appears as the &amp;quot;MK2 Carbine&amp;quot;, under the marksman rifles class.&lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:COD MWAlpha MarlinLeverAction.jpg|thumb|none|600px|A player character holds a Marlin Model 1895 equipped with a red dot sight.]]&lt;br /&gt;
[[File:MW19-Marlin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] appears, inaccurately referred to as the longer-barreled &amp;quot;[[M4A1]]&amp;quot;; the handguard length matches that of the real Mk 18 Mod 1, and the barrel is slightly longer than it, but is still closer to it rather than an M4A1. It is equipped with a Daniel Defense Mk 18 railed handguard, Knight's Armament Company Micro sights, windowed Magpul PMAG and an aftermarket charging handle latch.&lt;br /&gt;
&lt;br /&gt;
It has various customization options, including optics, barrel lengths, and stocks, along with the ability to mount an [[LMT M203]] grenade launcher. It can also be converted to use .458 SOCOM ammunition. The &amp;quot;no stock&amp;quot; attachment replaces the collapsible stock with an AR pistol receiver extension.&lt;br /&gt;
[[File:MK18MOD1.jpg|thumb|none|400px|Mk 18 Mod 1 with Crane stock, Daniel Defense MK18 RIS II rail system, and folding sights - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mw2019-teaserm4.jpg|thumb|none|600px|An &amp;quot;M4A1&amp;quot; equipped with the &amp;quot;Long Barrel&amp;quot; and &amp;quot;Hybrid Scope&amp;quot; attachments in a multiplayer teaser.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
The &amp;quot;short barrel&amp;quot; attachment turns the weapon into a [[Mk 18 Mod 0]], albeit with a (self-explanatory) slightly shorter barrel.&lt;br /&gt;
[[File:Mk18.jpg|thumb|none|400px|Mk 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 carabine.jpeg|thumb|none|600px|A Mk 18 Mod 0 with a PRI folding front sight in the hands of an US soldier patrolling a Middle Eastern city.]]&lt;br /&gt;
&lt;br /&gt;
===M16A4===&lt;br /&gt;
The combination of the &amp;quot;heavy duty barrel&amp;quot; with the &amp;quot;heavy stock&amp;quot; makes the weapon resemble an [[M16A4]] fitted with a heat shield. However, the barrel is shown with an M203 groove, like an M4 carbine.&lt;br /&gt;
[[File:M16A4M203.jpg|thumb|none|450px|M16A4 (5.56x45mm) with M203 40mm grenade launcher]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;XRK M4&amp;quot;===&lt;br /&gt;
The &amp;quot;XRK M4&amp;quot; is a modification for the Mk 18, available in the XRK Weapons Pack for those who purchase the game digitally. It consists of a receiver based on Radian Weapons receiver with minor elements from Noveske N4 (though the left side of the upper resembles Mega Arms MATEN or Cross Machine Tools upper plus grooves from JP Enterprises CTR-02), a fictional quad rail handguard loosely based on CMMG handguards, magazine based on Magpul PMAG, stock based on Magpul ACS, laser pointer inspired by AN/PEQ-15, a pistol grip based on either Magpul MOE/MOE+ or Magpul K2/K2+ and an angled foregrip based on Magpul AFG. It also has a fictional extended bolt catch release lever which is a hybrid between Phase 5 Extended Bolt Release V2 and Parker Mountain Machine Oversized Bolt Catch Paddle.&lt;br /&gt;
[[File:Radian 10.5 SBR.jpg|thumb|none|400px|Radian Model 1 SBR - .223 Wylde chamber (.223 Remington and 5.56x45mm compatible)]]&lt;br /&gt;
[[File:MW19-XRK-M4-1.jpg|thumb|none|600px|The &amp;quot;XRK M4&amp;quot; along with an &amp;quot;XRK .357&amp;quot;. The right-side bolt release on the rifle is placed so far back that it would be awkward to use.]]&lt;br /&gt;
[[File:MW19-XRK-M4-2.jpg|thumb|none|600px|A character about to flip the safety switch. Note the five grooves on the upper which correspond to JP Enterprises PSC-12, however, the placement on the left side is similar to JP Enterprises CTR-02. Also note the Noveske N4 details.]]&lt;br /&gt;
&lt;br /&gt;
==MPi-KMS-72==&lt;br /&gt;
What appears to be a German [[MPi-KMS-72]] modified with an [[AK-74]] type gas block, front sight block and flash hider is used by Farah Karim as her weapon of choice in the campaign. It has a wooden hanguard with palm swell like the early MPi-KM models (and like the AK-74), along with a tape wrapped around the barrel/muzzle brake assembly and on the magazine.&lt;br /&gt;
[[File:East German Mpi-KMS with sling and side-folding stock.jpg|thumb|none|450px|MPi-KMS-72 - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74 NTW 12 92.jpg|thumb|none|450px|AK-74 - 5.45x39mm, for comparison.]]&lt;br /&gt;
[[File:MW19-AK-2.jpg|thumb|none|600px|Farah with her rifle.]]&lt;br /&gt;
[[File:MW19-AK-1.jpg|thumb|none|600px|Farah manages to fire her AK in the air with the safety on.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MCX VIRTUS SBR==&lt;br /&gt;
The [[SIG-Sauer MCX#SIG-Sauer MCX VIRTUS|SIG-Sauer MCX VIRTUS SBR]] appears as the &amp;quot;M13&amp;quot;. It can be fitted with an integral suppressor that looks similar to that of the SUR300, a permanently suppressed MCX upper receiver chambered in .300 Blackout.&lt;br /&gt;
[[File:MCX VIRTUS SBR 11.jpg|thumb|none|450px|SIG-Sauer MCX VIRTUS SBR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:MW19-MCX-1.jpg|thumb|none|600px|SAS operatives wielding suppressed MCX VIRTUS SBRs with EOTech XPS sights during a ''[[Zero Dark Thirty]]'' style raid.]]&lt;br /&gt;
[[File:COD MWAlpha MCXVirtus.jpg|thumb|none|600px|The player character holds an MCX VIRTUS modified with a long barrel, suppressor, red dot optic, Magpul ACS stock, and foregrip.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AX50==&lt;br /&gt;
The [[Accuracy International AX50]] is featured.&lt;br /&gt;
[[File:AX50.jpg|thumb|none|450px|Accuracy International AX50 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;HDR&amp;quot;==&lt;br /&gt;
The &amp;quot;HDR&amp;quot; is a 12.7x108mm bolt-action sniper rifle of apparently fictional design.&lt;br /&gt;
[[File:MW19-HDR-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
The [[SVD Dragunov]] appears as the self-loading option for the sniper rifles category.&lt;br /&gt;
[[File:SVD Rifle.jpg|thumb|none|450px|SVD Dragunov - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Handheld Dillon Aero M134 Minigun==&lt;br /&gt;
A man-portable [[Dillon Aero M134 Minigun]] appears as the Juggernaut's primary weapon.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|450px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;M91&amp;quot;.&lt;br /&gt;
[[File:MG5-FDE.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5, FDE version - 7.62x51mm NATO]]&lt;br /&gt;
[[File:COD MWAlpha MG5.jpg|thumb|none|600px|The player character in a Gunfight match holds an MG5.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[L86A1]] is featured in the game. It was referred to as the newer L86A2 during the alpha, but the name was later changed to &amp;quot;SA87&amp;quot;; intentional or not, this name sounds rather similar to the SAR-87, an experimental assault rifle from Sterling Armaments, despite the SAR not having anything in common with the L86 other than being British and derived from the [[AR-18]]. Other than that, while it does have the proper L86 barrel length and stock cutout for a folding shoulder support, it has some features of the [[L85]] assault rifle variant, namely the longer handguard (here fitted with top, bottom and right-mounted rails) and the lack of a rear vertical grip. The bipod is an optional attachment for this weapon.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|L86A1 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Mwl86.jpg|thumb|none|600px|The L86A1 as seen in the multiplayer reveal trailer]]&lt;br /&gt;
&lt;br /&gt;
===L85A1===&lt;br /&gt;
The L86 can be fitted with a short barrel; coupled with the aforementioned L85 features that are already present, this essentially turns it into an [[L85A1]] assault rifle, albeit with a slightly shorter barrel.&lt;br /&gt;
[[File:Sa80-l85a1.jpg|thumb|none|400px|L85A1 - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] appears in the game. The usage of the MG34 in a modern context is likely inspired by its real life usage in the Syrian Civil War.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|450px|MG34 with Gurtrommel 34 50-round belt drum - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] is available in-game.&lt;br /&gt;
[[File:PKM-mg.jpg|thumb|none|450px|PKM with classic (most commonly seen) version of the flash hider - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M4==&lt;br /&gt;
The [[Carl Gustaf M4]] appears as the &amp;quot;Strela-P&amp;quot; (despite it being unrelated to the actual [[SA-7 Grail|Strela]] MANPADS series), and is incorrectly depicted as both direct-fire and lock-on; while programmable rounds are planned for the M4 variant, none currently exist.&lt;br /&gt;
[[File:CarlG-M4.jpg|thumb|none|450px|Carl Gustaf M4 - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin]] appears as the &amp;quot;JOKR&amp;quot;.&lt;br /&gt;
[[File:Javalin.jpg|thumb|none|400px|FGM-148 Javelin Block 0 with original M98A1 CLU and original BCU (the current production BCU has a mesh heat shield rather than a solid one) - 127mm]]&lt;br /&gt;
[[File:MW19-Javelin-1.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] can be mounted on the [[AK-47]].&lt;br /&gt;
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] grenade launcher can be attached to non-AK rifles.&lt;br /&gt;
[[File:LMT M203 9inch.jpg|thumb|none|350px|LMT M203 2003 L2B - 40x46mm]]&lt;br /&gt;
[[File:MW19-M203-1.jpg|thumb|none|600px|Reloading an LMT M203 mounted on an &amp;quot;M4A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] is featured.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
==SA-25==&lt;br /&gt;
The Russian 9K333 Verba, known by the NATO name [[SA-25]], appears in the game as the &amp;quot;PILA&amp;quot;. Despite it being a MANPADS in reality, it is depicted as having the ability to direct-fire as well as lock on to aircraft and ground vehicles in-game.&lt;br /&gt;
[[File:9K333 Verba.jpg|thumb|none|450px|SA-25 (9K333 Verba) - 72mm]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Model 7290 Flashbang Grenade==&lt;br /&gt;
The &amp;quot;Flash Grenade&amp;quot; in multiplayer is a [[Model 7290 flashbang grenade]].&lt;br /&gt;
[[File:Model 7290.jpg|thumb|none|140px|Model 7290 flashbang grenade]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the American [[Mk.V CN Gas Grenade]] appears in multiplayer as the &amp;quot;Gas Grenade&amp;quot;.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|150px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade|M18 Smoke Grenade]] appears in multiplayer as the &amp;quot;Smoke Grenade&amp;quot;. It is also seen being carried by SAS operatives in the reveal trailer.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 Hand Grenade]] is featured.&lt;br /&gt;
[[File:M67.jpg|thumb|none|200px|M67 Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] is featured.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|300px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
A somewhat fictionalized depiction of the [[M84 stun grenade]] is featured in multiplayer as the &amp;quot;Stun Grenade&amp;quot;.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==Hybrid Bouncing Mine==&lt;br /&gt;
The &amp;quot;proximity mine&amp;quot; is a lethal gadget in multiplayer. Its design basis is an Italian VS-1.6 mine depicted upside-down, and with prongs similar to the Valmara 69 mine on its new top side. It functions as a bounding mine that somehow deals damage to both infantry and vehicles. It is also described to be pressure-triggered in its description, making its &amp;quot;proximity mine&amp;quot; designation inaccurate, though gameplay wise it functions with a video-gamey personnel-detecting proximity trigger (real life magnetic proximity triggers don't detect humans).&lt;br /&gt;
&lt;br /&gt;
=Emplaced/Mounted Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears in the game.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The &amp;quot;Precision Airstrike&amp;quot; Killstreak in multiplayer allows the player to call in two A-10 Thunderbolt II ground attack planes to strafe the enemy with their [[General Electric GAU-8/A Avenger]] rotary cannons.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] is seen attached to the Harrier jumpjet in the Multiplayer Beta Trailer Weekend 2 continuing the Modern Warfare 2 tradition of inappropriately outfitting Harriers with swivelling gun turrets.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|350px|General Dynamics M197 Vulcan - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
A fictional jet heavily inspired by the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot; is seen in the trailer, dropping cluster bombs on a scene resembling &amp;quot;the Highway of Death&amp;quot; from the 1991 Gulf War. It is similiarly used in multiplayer as the delivery system for the &amp;quot;White Phosphorus&amp;quot; killstreak. The muzzle ends of its [[Gryazev-Shipunov GSh-30-2]] cannons be seen mounted in the nose cone.&lt;br /&gt;
[[File:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
==Hell Cannon==&lt;br /&gt;
The Hell Cannon, an improvised mortar created and used during the Syrian Civil War appears as a prop in multiplayer maps.&lt;br /&gt;
&lt;br /&gt;
==Mk 47 Mod 0==&lt;br /&gt;
The [[Mk 47 Mod 0 Grenade Launcher|Mk 47 Mod 0]] automatic grenade launcher is seen attached to an unmanned ground drone, in a similar fashion to the one seen in the ''[[Call of Duty: Modern Warfare 3|MW3]]'' mission &amp;quot;Persona Non Grata&amp;quot; (albeit without an accompanying [[GAU-17/A]]).&lt;br /&gt;
[[File:Mk47-1.jpg|thumb|none|450px|Mk 47 Mod 0 - 40x53mm]]&lt;br /&gt;
&lt;br /&gt;
==UB-32 Rocket Pod==&lt;br /&gt;
The UB-32 Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==B-8M Rocket Pod==&lt;br /&gt;
The B-8M Rocket Pod is attached to the Sukhoi Su-25 &amp;quot;Frogfoot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Promotional Artwork/Calling Cards Exclusive=&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
[[M4A1]] carbines are seen in promotional artwork.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M4 MW2019.jpeg|thumb|none|601px|An operator holding an M4A1; some versions of this artwork (including the Dark Edition's cover art) are flipped.]]&lt;br /&gt;
&lt;br /&gt;
==Noveske Shorty Switchblock==&lt;br /&gt;
What appears to be a [[Noveske Rifleworks rifle series|Noveske Shorty Switchblock]] equipped with a VLTOR upper receiver is seen in some promotional artwork.&lt;br /&gt;
[[File:Noveske Shorty Switchblock.jpg|thumb|none|400px|Noveske Shorty Switchblock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Codmw2019 rifle4.jpeg|thumb|none|600px|An artwork of Captain Price holding the carbine, shown at the end of the relveal trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
An [[M249]] with a vertical foregrip and a custom stock is seen in the &amp;quot;Sending Love&amp;quot; calling card.&lt;br /&gt;
[[File:New Model M249.jpg|thumb|none|450px|FNH USA M249 SAW - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[Mk 46 Mod 0]] is seen in promotional artwork.&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|400px|Mk 46 Mod 0 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pillar2.jpg|thumb|none|450px|A US soldier holding a Mk 46 Mod 0 on the left.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1290682</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1290682"/>
		<updated>2019-08-21T19:27:43Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Turner SMLE Conversion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=Battlefield V Cover Art.jpg&lt;br /&gt;
|caption=''Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the third entry to be set chiefly in World War 2 (the first since ''[[Battlefield: 1943]]'').&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;
Like in previous Battlefield games, players can select one from four classes: &lt;br /&gt;
* The Assault class uses select-fire and fast-firing semi-automatic rifles, as well as utilize explosives for anti-tank and infantry.&lt;br /&gt;
* The Medic class uses submachine guns and fast-cycling bolt-action carbines, and revive teammates other than squad members (other classes can revive squad members only). They also carry an infinite amount of pouches for self-healing.&lt;br /&gt;
* The Support class uses light machine guns, medium machine guns that require bipods, and shotguns.&lt;br /&gt;
* The Recon class, returning from ''[[Battlefield 4]]'', uses slow-cycling bolt-action rifles, slower semi-automatic rifles (the latter are referred to as &amp;quot;self-loading rifles&amp;quot;), pistol carbines and anti-materiel rifles. &lt;br /&gt;
&lt;br /&gt;
These four classes are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can use the &amp;quot;Engineer&amp;quot; combat role, with increased fortification-building capabilities).&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, replaced with an upgrade tree. Weapon finishes are now split into multiple parts, and can change the physical appearance of the weapon as well as its finish.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, an M1911 is used by the machine gunner in the final scene of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story. Like in ''Battlefield 1'', the hammer never moves and stays in the cocked position.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as in ''Battlefield 1'', other than that the player character actually catches the spent mag on a non-empty reload instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is the last sidearm unlocked, at rank 19 of any class. It serves as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). While it starts out with a sensible four rounds in reserve, resupplying brings it up to fifty - somewhat reasonable if not for the fact that the reload animation shows the new round being taken from the grip compartment, which is obviously too small to fit fifty rounds.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from ''Battlefield 1''. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908. Like in ''Battlefield 1'', it does not lock back on the last shot, instead repeating the standard firing animation with the toggle assembly going forward, with the toggle assembly then magically locking back, despite the fact that all other pistols had this error fixed. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. The reload animations for the Luger are reused from ''Battlefield 1''. Note the lack of trigger discipline, an accurate detail considering that the technique was not used during World War II.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Luger Carbine===&lt;br /&gt;
A rare [[Luger|Luger Carbine]] with a ''Trommelmagazin 08'' snail drum magazine was added in the seventh week of the &amp;quot;Trial By Fire&amp;quot; chapter as a primary weapon for the Recon class, under the category &amp;quot;Pistol Carbine&amp;quot;. It is also distinguished by the P08's absence of a grip safety, a feature of modern-produced Luger carbines. To balance the high capacity, the reload animation is slower than in BF1. It can somewhat bizarrely fit short-range scopes; to accomplish this without preventing the weapon's short-recoil mechanism from working, these are attached to the side of the handguard instead of the barrel, removing the original rear sight in the process.&lt;br /&gt;
[[File:Luger carbine.jpg|thumb|none|450px|Rare Model 1900/1902 Luger carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; with 32-round ''Trommelmagazin 08'' snail drum magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BFV P08 Car (1).jpg|thumb|600px|none|The Luger P08 Pistol Carbine in idle.]]&lt;br /&gt;
[[File:BFV P08 Car (2).jpg|thumb|600px|none|Aiming down the sights - a bit cropped open, but not nearly as much so as the pistol variant. Note that when aiming, the character's left hand moves up and grips the forend. This also occurs when sprinting with the Luger carbine.]]&lt;br /&gt;
[[File:BFV P08 Car (3).jpg|thumb|600px|none|Removing a magazine during a non-empty reload.]]&lt;br /&gt;
[[File:BFV P08 Car (4).jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:BFV P08 Car (5).jpg|thumb|600px|none|When empty, the magazine release is pressed...]]&lt;br /&gt;
[[File:BFV P08 Car (6).jpg|thumb|600px|none|..then a new magazine is inserted from the right. Note that the left thumb in this animation will actually clip through some of the alternate sight options.]]&lt;br /&gt;
[[File:BFV P08 Car (7).jpg|thumb|600px|none|Pulling the toggle lock mechanism to chamber a round.]]&lt;br /&gt;
[[File:BFV P08 Carbine magazine.jpg|thumb|none|600px|A view of the snail drum magazine; for whatever reason, it is fitted with a stopper meant for the [[MP18]]'s magwell, which would prevent the magazine from fully seating in a Luger.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Carbine==&lt;br /&gt;
The carbine [[Mauser C96]] will return from ''Battlefield 1'', as shown in dog tags.&lt;br /&gt;
[[File:C96 Carbine.jpg|thumb|500px|none|Mauser C96 Carbine  - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Mauser C96 20 Round.jpg|thumb|none|400px|Mauser C96 (early model) with 20-round fixed magazine]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game, unlocked at Rank 1 of any class. It fires at 449 RPM, the fastest of all sidearms, but is hampered by a lower damage output. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round. Note the trigger discipline, unlike with the Luger P08 the character this time decides to anachronistically employ modern safety techniques.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1'', again as the &amp;quot;Repetierpistole M1912&amp;quot;. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away, explaining how they're kept. Unlike the M1911 (and like the P38 and Mk VI), the hammer actually moves, though gameplay requirements mean that it does this ''after'' a shot has been fired.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole M1912&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm. The game correctly portrays the P38 ejecting its casings to the left.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] returns from ''Battlefield 1'' as the &amp;quot;Mk VI Revolver&amp;quot;. It is unlocked at Rank 15 of any class and has the highest damage output of any sidearm.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Mk VI, note that it is held much further out than in Battlefield 1.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Opening up the cylinder. As with the last game, it correctly shows which rounds have been fired; in this case, all were expended.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod==&lt;br /&gt;
The [[Welrod Pistol]] appears in the Chapter 4 trailer. It appears to be a hybrid of both models, having the front sight near the muzzle like the Mark II, but having a trigger guard like the Mark I.&lt;br /&gt;
[[Image:HPIM0965.jpg|thumb|none|400px|Welrod pistol Mark II - .32 ACP.]]&lt;br /&gt;
[[Image:Welrod.jpg|thumb|none|400px|Welrod pistol Mark I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-welrod.jpg|thumb|600px|none|The Welrod in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in the twelfth week of the Trial By Fire chapter as the &amp;quot;MAB 38&amp;quot;. It comes with 20-round magazines as default, but can be upgraded to use 30-round magazines with a specialization.&lt;br /&gt;
&lt;br /&gt;
The MAB 38 introduces a new weapon detail to the series, with the bolt actually staying dropped forward when the gun is entirely out of ammo, which persists even when switching through other weapons/gadgets (unlike other weapons). The system is slightly buggy when the weapon ''does'' have ammo left however, as the MAB 38's bolt sometimes appears closed when it shouldn't be. This happens when switching from certain gadgets (SMLE launcher, build tool, throwing a grenade), but the issue can be fixed by switching to other items (sidearm, medkit) or by performing an empty reload.&lt;br /&gt;
[[Image:Beretta Model 38A.jpg|thumb|none|450px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:BFV MAB 38 (1).jpg|thumb|none|600px|Standing near a Luftwaffe glider with the Model 38A.]]&lt;br /&gt;
[[File:BFV MAB 38 (2).jpg|thumb|none|600px|View down the iron sights of the SMG.]]&lt;br /&gt;
[[File:BFV MAB 38 (3).jpg|thumb|none|600px|Reloading a 20-rounder magazine.]]&lt;br /&gt;
[[File:BFV MAB 38 (4).jpg|thumb|none|600px|Pulling the bolt back open.]]&lt;br /&gt;
&lt;br /&gt;
==BSA Welgun==&lt;br /&gt;
The BSA Welgun, a crude SMG developed by the British Special Operations Executive, is yet to be added in multiplayer. So far, only dog tags confirm its existence in the game.&lt;br /&gt;
[[File:Welgun.jpg|thumb|none|400px|Birmingham Small Arms Welgun - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The [[Erma EMP]] is unlocked at rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be visually modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. Note the mounted 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile. In-game, however, it is an available sight for several weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is unlocked at rank 10 of the Medic class. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines from the Lanchester and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Holding the MP28. The underhanded grip of the magazine well is certainly unorthodox, but at least better than gripping the magazine itself.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine from the British Lanchester.]]&lt;br /&gt;
&lt;br /&gt;
==Lanchester Mk.I==&lt;br /&gt;
The British copy of the [[Haenel-Schmeisser MP28/II]], the [[Lanchester Mk.I]], is yet to be added to multiplayer. Only dog tags confirm its appearance in game. Files indicate that the Lanchester fires at 600 RPM and is the direct opposite of the MP28, as the Lanchester favors aiming down sights unlike the MP28.&lt;br /&gt;
[[File:Lanchester early model.jpg|thumb|none|400px|Lanchester Mk.I - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 6 of the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten. Some of the barrel cosmetic options remove the resting plate under the barrel, a feature of the [[MP41]].&lt;br /&gt;
&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|Holding the MP40.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The player character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is unlocked at rank 20 of the Medic class. By default it has a 20-round magazine, but can be upgraded with a 50-round drum magazine. An M1928A1 with a 30-round drum magazine (identical to the multiplayer's 50-round drum) is the starting weapon for Billy Bridger in the &amp;quot;Under No Flag&amp;quot; War Story (though he uses a Sten in cutscenes), and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags (the latter holding 30 rounds). It was originally inaccurately portrayed as full-auto only, but a semi-auto mode was added in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
The cutts compensator of the M1928A1 Thompson is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Submachine gun M1928 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 20-round magazine and without Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (1).jpg|thumb|600px|none|The M1928A1 Thompson with a 20-round magazine held by a British soldier...]]&lt;br /&gt;
[[File:BFV M1928 (2).jpg|thumb|600px|none|...and another one with the 50-round drum magazine. Note that the position in which the weapon is held has changed compared to the previous shot, possibly to represent the increase in weight.]]&lt;br /&gt;
[[File:BFV M1928 (3).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1928 (4).jpg|thumb|600px|none|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV M1928 (5).jpg|thumb|600px|none|...then inserting a fresh 20-round magazine. Note the Cutts compensator; by default the M1928A1 does not have one, but all the muzzle visual customization options give it one.]]&lt;br /&gt;
[[File:BFV M1928 (6).jpg|thumb|600px|none|Removing the drum magazine to the right...]]&lt;br /&gt;
[[File:BFV M1928 (7).jpg|thumb|600px|none|...and inserting a fresh drum to the left.]]&lt;br /&gt;
[[Image:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (8).jpg|thumb|none|600px|The &amp;quot;Sandstorm&amp;quot;, &amp;quot;Patches&amp;quot;, and &amp;quot;Countryside&amp;quot; sight customization options give the M1928A1 an M1-style simplified rear sight.]]&lt;br /&gt;
[[File:BFV M1928 (9).jpg|thumb|none|600px|Looking down the M1-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Patchett Machine Carbine==&lt;br /&gt;
The predecessor to the [[Sterling]], the Patchett Mk I, is yet to be added to multiplayer, and is only confirmed in three dog tags. &lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|400px|Patchett Machine Carbine Mk 1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0; in an extreme rarity for video games and media in general, its name is in all-caps, as it is an acronym. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced. The integrally-suppressed [[Sten Mk II(S)|Mk II(S)]] variant appears in the Tirailleur campaign.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the Sten.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
[[Image:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk II(S) - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (1).jpg|thumb|none|600px|A suppressed Sten in Deme's hands. It can fire in full auto, which is impractical due to overheating, as integrally suppressed Stens are meant to be fired in short bursts or semi auto.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (2).jpg|thumb|none|600px|View of the suppressor.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (3).jpg|thumb|none|600px|The suppressed Sten in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine. The Suomi has the highest rate of fire for the SMGs, with 770 RPM (981 RPM when specialized).&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into the KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] was added to multiplayer in the first week of the &amp;quot;Lightning Strikes&amp;quot; chapter, as an SMG for the Medic class. By default, it has a 30-round box magazine and fires at 514 RPM, but can be upgraded to have a larger 40-round box magazine, or a faster rate-of-fire of 720 RPM.&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm. This is the base version with folding bipod and detachable barrel.]]&lt;br /&gt;
[[File:Bfv-zk383promo.jpg|thumb|none|600px|A promotional image for the &amp;quot;Lightning Strikes&amp;quot; chapter, showing a German soldier holding a ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-2.jpg|thumb|none|600px|The ZK-383 from the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV-ZK383-Idle.jpg|thumb|none|600px|Holding the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV-ZK383-Reload.jpg|thumb|none|600px|Reloading the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Charginghandle.jpg|thumb|none|600px|Pulling back the charging handle.]]&lt;br /&gt;
[[File:BFV-ZK383-Bipod.jpg|thumb|none|600px|The ZK-383 with its bipod deployed.]]&lt;br /&gt;
[[File:BFV-ZK383-Extendedmag.jpg|thumb|none|600px|The ZK-383 with a 40 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'' with the same &amp;quot;12g Automatic&amp;quot; name, now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
[[File:BFV Auto-5 (5).jpg|thumb|none|600px|The Browning A-5 with a ribbed barrel and extended magazine tube in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a Support class primary weapon, unlocked at Rank 13. It is the fastest of all currently available shotguns at 200 RPM (225 with the Trigger Job specialization). In real life the left barrel was used to fire slugs, but in the game both barrels fire buckshot. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle, dealing similar damage figures to the Recon's bolt-action rifles.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] shotgun. The shotgun is currently not present in BFV.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free from December 19, 2018 to January 3, 2019. As in BF1, it cannot be chamberloaded and only holds 5 rounds instead of 5+1. It is the slowest firing shotgun in the game at 100 RPM, much slower than it was in the previous game, and also cannot be slamfired (again unlike its appearance in ''BF1''). However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
A bayonet can be equipped at rank 4.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
[[File:BFV M1897 (4).jpg|thumb|none|600px|Firing a bayonet-equipped Winchester 1897.]]&lt;br /&gt;
[[File:BFV M1897 (5).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:BFV M1897 (6).jpg|thumb|none|600px|The pumping animation as seen in the from-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Self-Loading Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exception in this category is the AG-42 Ljungman, whose charging mechanism prohibits the use of receiver-mounted scopes.&lt;br /&gt;
&lt;br /&gt;
Semi-automatic rifles issued to the Assault class appear under the “Semi-Auto Rifle” designation while semi-automatic rifles issued to the Recon class are labeled as “Self-Loading Rifles.” While ultimately just two different terms for the same type of rifle, the former name differentiates the Assault's rifles from its ''full-auto'' rifles, while the latter name differentiates the Recon's rifles from its ''manually-operated'' rifles.&lt;br /&gt;
&lt;br /&gt;
==Ag m/42==&lt;br /&gt;
The [[AG-42 Ljungman|Ag m/42]] was added as an Assault self-loading rifle with the fourth week of the &amp;quot;Overture&amp;quot; chapter. It fires at 450 RPM and deals the same damage as the M1A1 Carbine, and like the Gewehr 43, it can be upgraded to accept detachable magazines. The animation for non-empty reloading without detachable magazines accurately shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|500px|Automatgevär m/42 with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==Breda M1935 PG==&lt;br /&gt;
The [[Breda M1935 PG]] appears in the Close Quarters promotional art. It is unknown if the Breda will be exclusive to the Close-Quarters maps or will be used in the base multiplayer.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda M1935 PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:BFV Breda promotional.jpg|thumb|600px|none|The Breda M1935 PG in the hands of the Red Devil, the British para in the middle. Note the 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The second pattern [[FG 42]] is categorized as an LMG and used by the Support class at Rank 16. It has the lowest capacity of all LMGs in the base game, and has the highest vertical recoil kick. It can also mount a bayonet, though the bayonet is not shown in the stowed position when not equipped.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 1st pattern FG 42, is used to mount various sights to different weapons. The stock of the 1st version is also available as a cosmetic option. The FG 42 muzzle is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV FG42 (1).jpg|thumb|600px|none|FG 42 in hand. On this level, the second pattern model is anachronistic by about 2 years.]]&lt;br /&gt;
[[File:BFV FG42 (2).jpg|thumb|600px|none|Aiming down the sights. Although difficult to see, the sights are set for 500 meters. This is not reflected in gameplay.]]&lt;br /&gt;
[[File:BFV FG42 (3).jpg|thumb|600px|none|Removing a 20-round magazine...]]&lt;br /&gt;
[[File:BFV FG42 (4).jpg|thumb|600px|none|...and loading a new one.]]&lt;br /&gt;
[[File:BFV FG42 (5).jpg|thumb|600px|none|Pulling the open bolt charging handle.]]&lt;br /&gt;
[[File:FG42.jpg|thumb|none|500px|‎FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom)]]&lt;br /&gt;
[[File:BFV FG42 (6).jpg|thumb|600px|none|The ZF4 scope mounted on the FG 42. Note that this uses the earlier model's scope mount.]]&lt;br /&gt;
[[File:BFV FG42 (7).jpg|thumb|600px|none|The Mark III Free Mounted Gun Reflector Sight mounted on the FG 42. In reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is a self-loading rifle available in the game, unlocked by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot;, which is set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note that the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold an additional round in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
The select fire variant fires at 670 RPM, and is statistically identical to the Sturmgewehr 44, while its semi-automatic variant fires at 360 RPM, and has the highest capacity of all semi-automatic rifles in the base game.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps are all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|The left hand is used to rechamber this variant.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The Polish [[Kbsp wz. 38M]] was added in the third week of the &amp;quot;Defying the Odds&amp;quot; chapter as a semi-auto rifle for the Assault class, called the &amp;quot;Karabin 1938M&amp;quot; (&amp;quot;Karabin&amp;quot; being Polish for &amp;quot;carbine&amp;quot;, and what the &amp;quot;Kb&amp;quot; in &amp;quot;Kbsp&amp;quot; stands for). Unlike the other stripper-clip fed semi-auto rifles in the Assault class that allow detachable magazines via specialization, the Kbsp's magazine is fixed, and cannot be removed through any in-game means. It fires at 300 RPM, 60 RPM slower than the Gewehr 43, and has two chambering animations: one for empty reloads that uses the trigger to close the bolt akin to the ZH-29, and one for tactical reloads that uses the charging handle.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|500px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Karabin (1).jpg|thumb|none|600px|The Kbsp in German hands in North Africa, likely a war trophy from 1939's prelude.]]&lt;br /&gt;
[[File:BFV Karabin (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Karabin (3).jpg|thumb|none|600px|A ''very'' close-up look on the use of the hand to block ejecting bullets in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (4).jpg|thumb|none|600px|Reloading individual 8mm Mauser rounds.]]&lt;br /&gt;
[[File:BFV Karabin (5).jpg|thumb|none|600px|Using the charging handle to chamber a round in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (6).jpg|thumb|none|600px|Inserting a 5-round clip.]]&lt;br /&gt;
[[File:BFV Karabin (7).jpg|thumb|none|600px|Using the trigger to chamber a round in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle]] returns from ''Battlefield 1'' as a Recon primary, added with the third week of the &amp;quot;Overture&amp;quot; chapter. It is again named the &amp;quot;Selbstlader 1906&amp;quot;, and fires at a slower 164 RPM, which is 135 RPM (58%) slower than in BF1, but the BFV version can kill in one less bullet than BF1's incarnation. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. Unlike its appearance in ''Battlefield 1'' (and unlike its pistol counterpart in both games) the toggle assembly correctly locks back on the final shot.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger rifle in-game.]]&lt;br /&gt;
[[File:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[File:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[File:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the player character removes the stripper clip before doing this.]]&lt;br /&gt;
[[File:BFV Luger1906 (5).jpg|thumb|none|600px|Opening the toggle action on a partial reload.]]&lt;br /&gt;
[[File:BFV Luger1906 (6).jpg|thumb|none|600px|Reloading individual rounds, although the long eye relief ZF41 scope still allows for usage of a stripper clip when empty.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class, unlocked at Rank 5. It is the fastest of all semi-auto rifles at 450 RPM (tied with the Ljungman), and thirty-round magazines can be unlocked for the Carbine as an upgrade tree option. Unlike the M1A1 Carbine in [[Battlefield Hardline]], the stock is always unfolded and is now modeled to face the correct side. It also mounts the conical flash hider by default, which was an actual attachment in ''Hardline.''&lt;br /&gt;
&lt;br /&gt;
Some soldiers in promotional art for the game wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading a 30-round magazine.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (6).jpg|thumb|none|600px|A customized M1A1 with an &amp;quot;Urban Blue&amp;quot; handguard and &amp;quot;Mint&amp;quot; iron sights. The &amp;quot;Urban Blue&amp;quot; handguard, along with the &amp;quot;Blued&amp;quot; one, gives it a perforated metal heatshield. The &amp;quot;Urban Blue&amp;quot;, &amp;quot;Mint&amp;quot;, and &amp;quot;Gold Plated&amp;quot; iron sights give it an earlier-pattern rear sight.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (7).jpg|thumb|none|600px|Aiming down the earlier-pattern rear sight.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] will be added in Chapter 5.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Bfv-m1garand.jpg|thumb|none|600px|The Garand about to hit a Japanese soldier in the Chapter 4 trailer's teaser for Chapter 5.]]&lt;br /&gt;
[[File:Bfv-e3garand.jpg|thumb|none|600px|The Garand in the EA Play preview for Chapter 5.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
An [[M2 Carbine]] with a metal heatshield appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 carbine]]&lt;br /&gt;
[[File:Bfv-m2carbine.jpg|thumb|none|600px|The M2 in the Chapter 4 trailer. Being only seen for a second or two, the carbine here is rather evidently unfinished; the spent casings are apparently coming out of the air to the left of the receiver instead of the ejection port, and a close look at the stock reveals that the player character is holding it as though it has a pistol grip (which it doesn't), showing that it's using the M1A1's animations as a placeholder.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-44==&lt;br /&gt;
The [[MAS-44]] was added as an Assault class semi-automatic rifle in the second week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 360 RPM, and can either be loaded with loose rounds and clips, or upgraded to use detachable magazines. Statistics-wise, it is similar to the Turner SMLE.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|500px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:BFV-MAS44-1.jpg|thumb|none|600px|The MAS-44 in the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV MAS44 (1).jpg|thumb|none|600px|The MAS-44 in British hands.]]&lt;br /&gt;
[[File:BFV MAS44 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV MAS44 (3).jpg|thumb|none|600px|Loading individual 7.5x54 French rounds.]]&lt;br /&gt;
[[File:BFV MAS44 (4).jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BFV MAS44 (5).jpg|thumb|none|600px|Pulling back the iconic plastic charging handle.]]&lt;br /&gt;
[[File:BFV MAS44 (6).jpg|thumb|none|600px|Reloading the MAS's box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'', unlocked at Assault rank 16. It is the slowest Assault self-loading rifle at 225 RPM.&lt;br /&gt;
&lt;br /&gt;
All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1. When a scope is equipped, it blocks the stripper clip guide. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free from December 17, 2018 to January 3, 2019.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM (10 RPM slower than BF1), it is the most accurate of them all because of its bipod.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|The Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[R.S.C. Mle 1917]] semi-automatic Rifle returns from ''Battlefield 1'', available at Recon Rank 16. Its damage figures are identical from its BF1 predecessor, both capable of two-shot kills, but the BFV counterpart is 26 RPM faster than BF1.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV RSC (1).jpg|thumb|600px|none|The R.S.C. in the game.]]&lt;br /&gt;
[[File:BFV RSC (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV RSC (3).jpg|thumb|600px|none|Popping the magazine cover open.]]&lt;br /&gt;
[[File:BFV RSC (4).jpg|thumb|600px|none|Topping up with a 5-round enbloc clip.]]&lt;br /&gt;
[[File:BFV RSC (5).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is available for the Assault class at Rank 13. It fires at 600 RPM.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is anachronistically featured in the chapters &amp;quot;Under No Flag&amp;quot;, set in 1942, and &amp;quot;Nordlys&amp;quot;, set in 1943.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mint&amp;quot; and &amp;quot;Gold Plated&amp;quot; iron sight customization options give it the barrel assembly of the MKb 42(H); this does not change the weapon animations in any way and it remains closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The recoil spring is also wrongly rendered in line with the piston which is incorrect as original StG have their recoil spring below in line with the bolt.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:BFV STG44 (1).jpg|thumb|600px|none|The Sturmgewehr 44 in hand. For this North African map, it is anachronistic by about 3 years.]]&lt;br /&gt;
[[File:BFV STG44 (2).jpg|thumb|600px|none|Aiming down the sights. Due to gameplay purposes, the rear sight is too wide.]]&lt;br /&gt;
[[File:BFV STG44 (3).jpg|thumb|600px|none|About to remove the magazine using the mag release.]]&lt;br /&gt;
[[File:BFV STG44 (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV STG-stock.jpg|thumb|none|600px|The &amp;quot;Night Owl&amp;quot; stock option for the StG 44 removes the stock completely and replaces it with a folding stock. While post-war folding stocks (such as the one found on the Sport Systeme Dittrich BD 44) for the StG exist in reality, ones that do not make the weapon inoperable do not, as the stock contains the recoil spring.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV STG-MKb.jpg|thumb|none|600px|Reloading a StG-44 in the beta, with a customization option giving it a MKb barrel assembly. This precise customization option is currently not available in the released game.]]&lt;br /&gt;
[[File:BFV STG-MKb (1).jpg|thumb|none|600px|Crouching with a StG 44 with a MKb barrel assembly, which also has the aforementioned Systeme Dittrich BD 44 underfolding stock.]]&lt;br /&gt;
[[File:BFV STG-MKb (2).jpg|thumb|none|600px|Aiming down the MKb 42(H)-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon, unlocked at Rank 10. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the standard 10-round magazine to be swapped during reloads or use a WWI-era 20-round trench magazine (which in reality is detachable like the 10-rounder, but not in this game), the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historic rate of 770 RPM, which is balanced with lower lethality than its ''BF1'' counterpart (25 max - 17 min damage, compared to 42 - 23, which translates to requiring at least one or two more shots to kill than in ''BF1''), and prior to the ''Lightning Strikes'' update, a smaller 15-round magazine as default, with 20-round magazines locked behind a specialization in the spec tree.  The latter is no longer true as the 20-round magazine has been made the default and only magazine available for the weapon, which conveniently fixes the (now former) issue of the 15-round magazine using the visual model of a 10-rounder.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle at the time.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is unlocked for the Recon class at rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Bolt-Action Rifles/Carbines=&lt;br /&gt;
Three kinds of bolt-action rifles are available in the game. &amp;quot;Bolt-Action Rifles&amp;quot; are slow-firing rifles available to the Recon class, effective at medium to long range sniping, &amp;quot;Anti-Materiel Rifles&amp;quot;, also available to the Recon class, can damage vehicles, but require being in the prone position to fire, similar to the T-Gewehr in BF1, and &amp;quot;Bolt-Action Carbines&amp;quot;, available to the Medic class, have faster fire rates than the other types, but can only fit scopes up to 3x magnification.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 99==&lt;br /&gt;
An [[Arisaka Type 99]] short rifle with a bent bolt handle is seen in the Chapter 4 trailer. &lt;br /&gt;
[[file:99aris.jpg|thumb|none|500px|Arisaka Type 99 short rifle with monopod - 7.7x58mm]]&lt;br /&gt;
[[File:Bfv-arisaka.jpg|thumb|none|600px|The Arisaka being held by a Japanese soldier. The bent bolt handle is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==Boys MKI Anti-Tank Rifle==&lt;br /&gt;
The [[Boys anti-tank rifle]] was added in the ninth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Recon class. It is by far the most powerful primary weapon in the game, capable of one-shot kills to the torso up to 100 meters away and minor damage to vehicles (the Armor Piercing Composite Rigid projectiles specialization can improve this somewhat), but is incredibly slow to fire at 22 RPM (26 with the Machined Bolt specialization) and requires the bipod to be deployed to aim down sights.&lt;br /&gt;
[[File:BoysMkIATRifle.jpg|thumb|none|500px|Boys MKI Anti-Tank Rifle - .55 Boys (13.9x99mmB)]]&lt;br /&gt;
[[File:BFV Boys (1).jpg|thumb|none|600px|The deploy animation of the Boys depicts the pulling of the cocking handle, ready to fire.]]&lt;br /&gt;
[[File:BFV Boys (2).jpg|thumb|none|600px|Idle position.]]&lt;br /&gt;
[[File:BFV Boys (3).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. They are set for 300 yards.]]&lt;br /&gt;
[[File:BFV Boys (4).jpg|thumb|none|600px|Slowly cycling the bolt at 22 or 26 RPM.]]&lt;br /&gt;
[[File:BFV Boys (5).jpg|thumb|none|600px|Removing the magazine...]]&lt;br /&gt;
[[File:BFV Boys (6).jpg|thumb|none|600px|...and inserting a new one, while the barrel does its level best to create perspective illusions with the river. It's long, but not ''that'' long.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91 TS Carbine with attached Tromboncino M28==&lt;br /&gt;
A [[Carcano M91 TS]] Carbine with an attached [[Tromboncino M28]] grenade launcher (named &amp;quot;M28 con Tromboncino&amp;quot;) was added in the sixth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Medic class. Unlike its ''Battlefield 1'' predecessor, the M91 TS fires at a rate of 93 RPM (20 RPM faster than BF1's), and does less damage (only being capable of a two-shot kill). The grenades can deal damage to vehicles, mimicking the High Explosive Grenade Rifle from BF1.&lt;br /&gt;
[[File:Tromboncino.jpg|thumb|none|500px|Carcano M91 TS Carbine with Tromboncino Modello 28 grenade launcher - 6.5x52mm Carcano; 38.5mm grenade]]&lt;br /&gt;
[[File:Bfv-m28-idle.jpg|thumb|none|600px|Holding the &amp;quot;M28 con Tromboncino&amp;quot;.]]&lt;br /&gt;
[[File:Bfv-m28-ads.jpg|thumb|none|600px|Aiming down the sights of the rifle.]]&lt;br /&gt;
[[File:Bfv-m28-cycling.jpg|thumb|none|600px|Working the bolt of the Carcano.]]&lt;br /&gt;
[[File:Bfv-m28-clip.jpg|thumb|none|600px|Removing a semi-full en-bloc clip using a button. Like in ''Battlefield 1'' (and the M95/30 and the Webley Mk VI in BFV), the game tracks the number of bullets remaining before the tactical reload.]]&lt;br /&gt;
[[File:Bfv-m28-reload.jpg|thumb|none|600px|Inserting a new en-bloc clip.]]&lt;br /&gt;
[[File:Bfv-m28-boltswap.jpg|thumb|none|600px|Swapping the bolt from the carbine to the launcher.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeidle.jpg|thumb|none|600px|The grenade launcher with bolt inserted, ready to fire.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeads.jpg|thumb|none|600px|Aiming down the sights with the grenade launcher functional.]]&lt;br /&gt;
[[File:Bfv-m28-newgrenade.jpg|thumb|none|600px|Inserting a new grenade.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. Originally it was exclusive to the singleplayer campaign's stealth sections, but was added to multiplayer for the Medic class in the fourth week of the &amp;quot;Trial by Fire&amp;quot; chapter. In the singleplayer campaign, it is incorrectly depicted as having a magazine capacity of 6+1; the multiplayer corrects this to the proper 7+1. The multiplayer De Lisle also has a much faster fire rate than the singleplayer version at 93 RPM (109 with the &amp;quot;Machined Bolt&amp;quot; specialization), making it the fastest bolt-action weapon in the game.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:BFV Delisle (1).jpg|thumb|600px|none|The De Lisle Carbine in the hands of Solveig.]]&lt;br /&gt;
[[File:BFV Delisle (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Delisle (3).jpg|thumb|600px|none|Cycling the bolt. The bolt head incorrectly tilts up with the bolt.]]&lt;br /&gt;
[[File:BFV Delisle (4).jpg|thumb|600px|none|Reloading the .45 ACP magazine.]]&lt;br /&gt;
[[File:BFV Delisle (5).jpg|thumb|600px|none|The De Lisle on a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20. It is the slowest bolt action rifle at 49 RPM.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an aperture sight (other weapons use these scopes as well). The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys, Under No Flag, and Tirailleur chapters.&lt;br /&gt;
&lt;br /&gt;
The Kar98k bayonet is available as a melee weapon after completing an assignment for the German Elite Ernst Schubert.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (1).jpg|thumb|600px|none|The Kar98k in Wehrmacht hands.]]&lt;br /&gt;
[[File:BFV Kar98k (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Kar98k (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Kar98k (4).jpg|thumb|600px|none|Blocking the round from ejecting in a tactical reload.]]&lt;br /&gt;
[[File:BFV Kar98k (5).jpg|thumb|600px|none|Topping up with individual rounds.]]&lt;br /&gt;
[[File:BFV Kar98k (6).jpg|thumb|600px|none|Loading a 5-round stripper clip. This is not possible when a scope is equipped.]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (7).jpg|thumb|600px|none|The Kar98k with the swept-back mount and ZF4 scope.]]&lt;br /&gt;
[[File:BFV Kar98k (9).jpg|thumb|600px|none|A suppressed Kar98k with the ZF4 scope in the &amp;quot;Nordlys&amp;quot; singleplayer story.]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (8).jpg|thumb|600px|none|The Kar98k with the ZF42 scope and bipod.]]&lt;br /&gt;
[[File:BFV Kar98ksupp1.jpg|thumb|600px|none|The suppressed Kar98k in the ZF42 &amp;quot;Under no Flag&amp;quot; mission.]]&lt;br /&gt;
[[File:BFV Kar98ksupp2.jpg|thumb|600px|none|Holding the suppressed variant.]]&lt;br /&gt;
[[File:Bfv-kar98aperture1.jpg|thumb|600px|none|The Kar98k with the &amp;quot;Aperture Sight&amp;quot;, which is based on the Parker Hale model 4 rear sight with a heavily oversized aperture. Its appearance is anachronistic as it was introduced in 1946 in reality.]]&lt;br /&gt;
[[File:Bfv-kar98aperture2.jpg|thumb|600px|none|Aiming down the &amp;quot;Aperture Sight&amp;quot;.]]&lt;br /&gt;
[[File:BFV Kar98k (10).jpg|thumb|none|600px|A &amp;quot;Mint&amp;quot; Karabiner 98k with a bayonet equipped. The &amp;quot;Mint&amp;quot; iron sights option removes the hood from the front sight.]]&lt;br /&gt;
[[File:BFV Kar98k (11).jpg|thumb|none|600px|ADS view of the hood-less front sight.]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red Dawn (1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is unlocked by the Recon at Rank 13. It deals the lowest body damage of all bolt-action rifles, but has one of the highest muzzle velocities.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second and third rounds in the magazine.  This animation repeats with the character grabbing another three rounds to finish loading the weapon.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped Krag.]]&lt;br /&gt;
[[File:BFV Krag (7).jpg|thumb|none|600px|When topping off with one or two rounds, the rim of a cartridge is used to open the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III==&lt;br /&gt;
Some unusable [[Lee-Enfield No.1 Mk.III]] rifles are seen on the shooting range.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III - .303 British. Introduced in 1907, this was the official battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:BFVsmle1.jpg|thumb|none|600px|The SMLE in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk 1*]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a Mk.I(T) model, though several of the stock customization options give it a Mk.I(T) stock.&lt;br /&gt;
&lt;br /&gt;
It is the fastest bolt-action rifle at 72 RPM (84 RPM when specialized), but is hampered by a slow muzzle velocity at 500 m/s.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No.4 MK.I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible. It is anachronistic by 1 year on this map, as the map is set during the Rotterdam Blitz.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No.4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[File:BFV No.4 (6).jpg|thumb|none|600px|Running with a &amp;quot;Mint&amp;quot; Lee-Enfield equipped with its spike bayonet.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
[[File:BFV No.4(T) (1).jpg|thumb|none|600px|The Lee-Enfield No.4 Mk.I(T) in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue and in a flashback to the end of the ''Battlefield 1'' level &amp;quot;Storm of Steel&amp;quot;. Unusable G98s can be seen on the shooting range.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
[[File:BFV_g98_3.jpg|thumb|none|600px|An unusable G98 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerbüchse 39==&lt;br /&gt;
The [[Panzerbüchse 39]] will be added to multiplayer in Chapter 4.&lt;br /&gt;
[[Image:PzB-39-2.jpg|thumb|none|500px|PzB-39 Anti-tank rifle with spare ammunition box attached to the gun - 7,92×94 mm (Patrone 318) ]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first-person cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[R.S.C. Mle 1917|RSC 1917]].&lt;br /&gt;
&lt;br /&gt;
The Ross was added in multiplayer as a Recon primary in the seventh week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 64 RPM, 6 RPM faster than the Mannlicher, another straight-pull bolt action rifle, and deals the same damage figures as the Lee-Enfield.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV Ross (1).jpg|thumb|none|600px|The Ross rifle in-game.]]&lt;br /&gt;
[[File:BFV Ross (2).jpg|thumb|none|600px|Aiming down the cropped iron sights.]]&lt;br /&gt;
[[File:BFV Ross (3).jpg|thumb|none|600px|Working the straight-pull bolt.]]&lt;br /&gt;
[[File:BFV Ross (4).jpg|thumb|none|600px|Loading individual .303 rounds.]]&lt;br /&gt;
[[File:BFV Ross (5).jpg|thumb|none|600px|Loading a wobbly stripper clip, similar to ''Battlefield 1''.]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
[[File:BFV-Ross-3.jpg|thumb|none|600px|The Ross from the chapter 2 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle, and is used by elite enemy snipers that show off scope glint when in use.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading. The rounds used are the same round-headed 8x50mmR as used on BF1's M1895, which is incorrect for the M95/30, which uses 8x56mmR rounds that have sharp-headed spitzer bullets.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
Unusable [[Winchester Model 1895]] rifles appear at the shooting range.&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:BFVM1895.jpg|thumb|none|600px|The Winchester on the left.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' are divided into two categories: Light Machine Guns and Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
The overheating animation is depicted more realistically compared to ''Battlefield 1'' for the most part, where instead of the Support soldier giving the charging handle a quick rack to &amp;quot;clear the heat&amp;quot;, they will instead replace the quick-change barrel. However, the Vickers K, the Darne M1922, MG34 (when equipped with the optional saddle drum magazines), and the S2-200 still use the charging handle heat-clearing animation, as the first two lack a quick-change barrel, though the latter two have overheat thresholds that are higher than the amount of ammunition contained within their respective magazines and thus will never play the animation.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, Lewis Gun, and LS/26 are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, Darne M1922, and the S2-200 are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun|Bren Mk 1]] is a Support LMG, unlocked at Rank 8. It fires at 514 RPM and has the same damage output as the Lewis Gun. Some customization options give it the barrel and sight assembly or stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 British]]&lt;br /&gt;
[[File:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[File:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren. Note that the front sight's protective wings have been removed.]]&lt;br /&gt;
[[File:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[File:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
[[File:BFV Bren (6).jpg|thumb|none|600px|A customized Bren in-game. Note the &amp;quot;Mint&amp;quot; iron sights, which give the gun a Mk2 barrel and sight assembly, as well as the front sight's wings.]]&lt;br /&gt;
[[File:BFV Bren (7).jpg|thumb|none|600px|Aiming down the Mk2 barrel's iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919|Browning M1919A4]] with a stock will apparently appear in Chapter 5.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|400px|none|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, as well as the Combined Arms game mode following the &amp;quot;Lightning Strikes&amp;quot; update. In Tirailleur, it is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Chauchat is planned to be made available for multiplayer in the Tides of War service.  It can also be found on a weapon crate in the &amp;quot;Harbor Headquarters&amp;quot; co-op mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[Image:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[Image:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[Image:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is used when empty. This is probably because the machine gun is in poor shape after thirty years and having been through one World War already, on top of the fact that it is a Chauchat.]]&lt;br /&gt;
[[Image:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
[[File:BFV Chauchat (6).jpg|thumb|none|600px|Collapsing the Chauchat's bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Darne machine gun==&lt;br /&gt;
The [[Darne machine gun]] was added in the fourth week of the &amp;quot;Lightning Strikes&amp;quot; chapter as the &amp;quot;M1922 MG&amp;quot;, in the MMG category. It fires at 770 RPM (lower than the real weapon's 1200 RPM) and uses 150 round belts by default, but can be upgraded to either fire at 900 RPM or use 250 round belts.&lt;br /&gt;
[[File:Darne M1922.jpg|thumb|none|500px|Darne M1922 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV M1922 (1).jpg|thumb|none|600px|The M1922 MG in German hands.]]&lt;br /&gt;
[[File:BFV M1922 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV M1922 (3).jpg|thumb|none|600px|Pulling the charging handle when overheated or reloading.]]&lt;br /&gt;
[[File:BFV M1922 (4).jpg|thumb|none|600px|Removing the disintegrating belt after pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1922 (5).jpg|thumb|none|600px|Inserting a new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti-Saloranta LS/26==&lt;br /&gt;
The Finnish [[Lahti-Saloranta LS/26]] was added on the fifth week of the &amp;quot;Trial By Fire&amp;quot; chapter as an LMG for the Support class. Its 20-round capacity and 600 RPM rate of fire puts it in-between the KE7 and the FG42: faster than the former, but slower than (and with the same capacity as) the latter.&lt;br /&gt;
[[File:Ls26s.jpg|thumb|none|400px|Lahti-Saloranta LS/26 - 7.62x54mm R]]&lt;br /&gt;
[[File:BFV LS (1).jpg|thumb|none|600px|The LS/26 machine gun in the freezing Norwegian fjord surrounding Narvik.]]&lt;br /&gt;
[[File:BFV LS (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV LS (3).jpg|thumb|none|600px|Removing a 20-round magazine.]]&lt;br /&gt;
[[File:BFV LS (4).jpg|thumb|none|600px|Pulling the bolt after an empty reload.]]&lt;br /&gt;
[[File:BFV LS (5).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]'' for the Support class at Rank 10. Statistics wise, it is similar to the Bren Gun, but the Bren is more controllable. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed, 97-round pan magazine, AA sights, and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BFV Lewis6.jpg|thumb|none|600px|The Lewis Gun with the &amp;quot;Arras&amp;quot; skin and 97-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] will be added in Chapter 5.&lt;br /&gt;
[[Image:BAR1918.jpg|none|thumb|450px|M1918A2 Browning Automatic Rifle - .30-06. This is a late-war version with an added carry handle.]]&lt;br /&gt;
[[File:Bfv-e3bar.jpg|thumb|none|600px|The BAR in the EA Play preview for Chapter 5.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen machine gun==&lt;br /&gt;
A shortened version of the [[Madsen machine gun]] appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|400px|Portuguese Madsen machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bfv-madsen.jpg|thumb|none|600px|The Madsen in the Chapter 4 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is the first medium machine gun unlocked, at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and it can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one.  There is a separate overheating animation for the gun with the saddle drum, wherein the charging handle is used to &amp;quot;clear the heat&amp;quot;.  However, it will never play within the game itself as the &amp;quot;chrome lining&amp;quot; (slower overheat) spec is a pre-requisite for the drum mag specialization; &amp;quot;Chrome Lining&amp;quot; raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on the &amp;quot;Twisted Steel&amp;quot; map.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun unlocked at Support Rank 20, It fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
The icon for the MG42 depicts it with a belt drum equipped, but in-game it can only use fifty-round (or 250-round with the appropriate specialization) belts.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as the &amp;quot;Gold Plated&amp;quot; visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42. Other weapons also have it available as a muzzle option.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG42 (1).jpg|thumb|none|600px|The MG42 in game. The map is set during the Battle of Arras, so it is anachronistic by 2 years.]]&lt;br /&gt;
[[File:BFV MG42 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG42 (3).jpg|thumb|none|600px|Pulling the charging handle in an empty reload in a similar manner to the MG34.]]&lt;br /&gt;
[[File:BFV MG42 (4).jpg|thumb|none|600px|Loading a fresh belt of 7.92mm.]]&lt;br /&gt;
[[File:BFV MG42 (5).jpg|thumb|none|600px|Using a used brass casing to pull out a piping hot barrel.]]&lt;br /&gt;
[[File:BFV MG42 (6).jpg|thumb|none|600px|Installing a new, ice cold barrel.]]&lt;br /&gt;
[[File:BFV MG42 (7).jpg|thumb|none|600px|Closing the barrel assembly.]]&lt;br /&gt;
[[File:bfv-mg42muzzlegold.jpg|thumb|none|600px|The &amp;quot;Gold Plated&amp;quot; barrel modification for the MG42. Other barrel modifications also use the post-1943 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S2-200==&lt;br /&gt;
The Austrian/Swiss made [[Steyr-Solothurn S2-200]] was added in the first week of the &amp;quot;Defying the Odds&amp;quot; chapter as an MMG for the Support class, despite the real weapon being an LMG. Its 30-round capacity puts it beside the Bren Gun, and its 770 RPM puts it near the MG34 (or the M1922 at 900 RPM with a specialization), but its MMG categorization forces the user to deploy the bipod. It is also the only MMG that cannot overheat.&lt;br /&gt;
&lt;br /&gt;
The version modeled is actually the 31.M, used by Hungary, most notably differing by being chambered in 8x56mmR Steyr instead of 7.92x57mm Mauser. This makes the 30-round capacity incorrect, as it should only hold 25 rounds; it also should not share identical damage with the 7.92mm Mauser MGs, but does.&lt;br /&gt;
[[File:MG 30.jpg|thumb|none|400px|Steyr-Solothurn S2-200 / Hungarian 31.M - 8x56mmR Steyr]]&lt;br /&gt;
[[File:BFV MG30 (1).jpg|thumb|none|600px|The S2-200 in hand. Note that the magazine is significantly more curved than the original Swiss 7.92mm Mauser version.]]&lt;br /&gt;
[[File:BFV MG30 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG30 (3).jpg|thumb|none|600px|Removing the 30-round magazine and...]]&lt;br /&gt;
[[File:BFV MG30 (4).jpg|thumb|none|600px|...inserting a new one. Note the 31M marking on the gun.]]&lt;br /&gt;
[[File:BFV MG30 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) was added in the first week of the &amp;quot;Overture&amp;quot; chapter as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM, but can be upgraded to 981 RPM, or upgraded with a 100-round extended magazine. Unlike the reference image, the in-game weapon uses AA sights and can be equipped with the stock of the mounted version.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K with the &amp;quot;White Tiger&amp;quot; skin equipped.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading. Note that the bipod is missing, but still functions in-game. This was fixed in the &amp;quot;Lightning Strikes&amp;quot; update.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
[[File:Vickersk.jpg|thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:BFV Vickers K grip.jpg|thumb|none|600px|The Vickers K grip assembly as seen in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class as a spotting flare to locate enemies. Unlike in ''Battlefield 1'' where the spotting area of effect is the same regardless of surface-to-ground distance, the spotting AoE in BFV is now based on how high the Leuchtpistole is shot in the air.&lt;br /&gt;
&lt;br /&gt;
In the ''Firestorm'' game mode, the Leuchtpistole can be looted in five different variations, and are color-coded: red for artillery strikes, green for supply drops, blue for vehicle drops, yellow for a V1 flying bomb airstrike, and gray for spotting.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade Launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun) is a dedicated gadget called &amp;quot;Frag/Smoke Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using frag grenades and the latter using smoke grenades. The weapon functions differently from its counterpart in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|500px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the frag version. Note the gas check disk screwed onto the Mills bomb, a correct detail.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bazooka==&lt;br /&gt;
The [[M1A1 Bazooka]] appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 &amp;quot;Bazooka&amp;quot; - 2.36&amp;quot; rocket]]&lt;br /&gt;
[[File:BFV Bazooka trailer.jpg|thumb|600px|none|The M1 Bazooka in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single-player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] (Projectile, Infantry, Anti Tank) is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar, and because of this, it is more suited to close range attacks, reflecting its short-range effectiveness in real life.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades.&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[File:BFV Sturmpistole (1).jpg|thumb|none|600px|Equipping the Sturmpistole, first the character unfolds the stock...]]&lt;br /&gt;
[[File:BFV Sturmpistole (2).jpg|thumb|none|600px|...and flips up the unused front sight.]]&lt;br /&gt;
[[Image:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[Image:BFV-sturmpis2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] is seen lying in the company hangar. It is also to be added to multiplayer as a playable weapon.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:BFV-Luftfaustmenu.jpg|thumb|600px|none|The Luftfaust in the crate on the left.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Einstossflammenwerfer 46==&lt;br /&gt;
The [[Einstossflammenwerfer 46]] is yet to be added to multiplayer.&lt;br /&gt;
[[Image:Einstossflammenwerfer461.jpg|thumb|none|350px|Einstossflammenwerfer 46]]&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single-player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from a [[M2 Flamethrower]]. Presumably, this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
[[File:BFV-Flammenwerfer.jpg|thumb|none|600px|Billy has succeeded in sneaking up to a Flametrooper and inspects the mess.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Like in BF1, grenades are thrown instantly when pressing the grenade key. For many of the images below, a glitch has been performed so that the player character appears to hold the grenade, which is normally not possible in gameplay.&lt;br /&gt;
&lt;br /&gt;
==Breda Mod. 35==&lt;br /&gt;
An Italian [[Breda Mod. 35]] grenade is seen hanging on the German &amp;quot;Baron von Zorn&amp;quot; uniform.&lt;br /&gt;
[[File:BredaGrenade.jpg|thumb|none|200px|Breda Mod. 35 grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The grenade under the STG-44, left.]]&lt;br /&gt;
[[File:BFV-Bredagrenade2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==Breda Mortar Bomb==&lt;br /&gt;
On the German &amp;quot;Veiled Threat&amp;quot; uniform can be seen several 45mm Breda &amp;quot;Red Devils&amp;quot; mortar bombs.&lt;br /&gt;
[[File:BFV-BredaMortargrenade.jpg|thumb|none|600px|The bombs on the chest.]]&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
[[Hafthohlladung Anti Tank Mine]]s can be found in a few campaign missions, appearing as the &amp;quot;Shaped Charge&amp;quot;. They behave similarly to the ''Limpet Mine'' explosive from ''Battlefield 1''. The HHL mine is not currently available in multiplayer.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|200px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:BFV Haftholladung (1).jpg|thumb|none|600px|The ''Hafthohlladung'' in the hands of Billy Bridger.]]&lt;br /&gt;
[[File:BFV Haftholladung (2).jpg|thumb|none|600px|Popping the safety cap up.]]&lt;br /&gt;
[[File:BFV Haftholladung (3).jpg|thumb|none|600px|The ''Hafthohlladung'' in the air.]]&lt;br /&gt;
[[File:BFV Haftholladung (4).jpg|thumb|none|600px|The ''Hafthohlladung'' in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Hawkins Grenade==&lt;br /&gt;
The Hawkins Grenade will be added to the game as a usable grenade.&lt;br /&gt;
&lt;br /&gt;
It also makes appearance on the &amp;quot;Highlander&amp;quot;, &amp;quot;Scottish Play&amp;quot; and &amp;quot;Robert the Bruise&amp;quot; outfits in multiplayer. It is shown to be secured with straps to the legs on these outfits which appears to be based on the famous photo of Eisenhower speaking with paratroopers of the 101st Airborne just prior the Normandy landings.&lt;br /&gt;
[[File:Hawkinsmine.JPG|thumb|none|400px|Mk-II No. 75 Hawkins Grenade/Mine]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire. The Frag Grenade Rifle also fires Mills Bombs with gas check plates.&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:Mills No 36 Rifle Grenade.JPG|thumb|none|200px|No. 36 Mk. I &amp;quot;Mills Bomb&amp;quot; with gas check attached for use as a rifle grenade.]]&lt;br /&gt;
[[File:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
[[Mk 2 hand grenade]]s appear on the &amp;quot;Scottish Play&amp;quot; and &amp;quot;Flim-Flam&amp;quot; outfits in multiplayer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:Bfv-mk2grenadeoutfit.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for both factions. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Union Jacked, Royal Motivations, AKA, and the Ratburner outfits.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
[[Image:Bfv-M18grenadeoutfit.jpg|thumb|600px|none|The Union Jacked outfit, with the M18 hanging in the right back side.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Germans.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade for the Support class. It can stick to any surface, but can be countered by Zimmerit paste when applied to German tanks.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to both factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==No. 80 Smoke Grenade==&lt;br /&gt;
An unusable No. 80 Smoke Grenade is mounted on the belt of the &amp;quot;Cool Hand Duke&amp;quot; uniform for the Allies.&lt;br /&gt;
[[Image:BFV No80.jpg|thumb|600px|none|The No. 80 Grenade on the belt in-game.]]&lt;br /&gt;
&lt;br /&gt;
==OTO Mod. 35==&lt;br /&gt;
An [[OTO Mod. 35]] grenade is also seen hanging on the &amp;quot;Baron von Zorn&amp;quot; uniform along with the Breda grenade.&lt;br /&gt;
[[Image:Italian Bomba a Mano Mod 35 OTO.jpg|thumb|none|150px|OTO Mod. 35 High-Explosive hand grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The lower-hanging  grenade.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;AP Mine&amp;quot;. It is a starting gadget for the Recon class, and can also be unlocked by the Medic and Support classes. As in real life, when triggered it bounces upwards and delivers high damage.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support classes, named the &amp;quot;AT Mine&amp;quot;. As the name implies, it can severely damage enemy tanks when driven through, but can be destroyed by gunfire or deactivated by the Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range, resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the game. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank. The Flakvierling's appearance in the base game is anachronistic by 4 years, as it was introduced in 1944.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing being towed.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
[[File:BFV-flak38_5.jpg|thumb|600px|none|Manning the Flakvierling from the inside of a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
German Stuka dive bombers can be equipped with 3.7 cm ''Bordkanonen''.&lt;br /&gt;
[[File:BFV-bk1.jpg|thumb|600px|none|A ''Bordkanone'' near a destroyed Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans. It can also be fitted in the Panzer IV at Rank 3 of its specialization tree, and is also mounted on top of a Sd.Kfz. 251 halftrack for the Germans as a Squad Reinforcement (9850 points), named &amp;quot;Pakwagen&amp;quot;.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
[[Image:BFV PAK-Panzer.jpg|thumb|600px|none|The &amp;quot;Pak 40 L/43&amp;quot; mounted on the turret of a Panzer IV as a specialization, which is actually the 7.5 cm KwK 40.]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (1).jpg|thumb|600px|none|The Pak 40 mounted on a Hanomag (Sd.Kfz. 251 Pakwagen).]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (2).jpg|thumb|600px|none|Manning the gun in the Hanomag.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 18==&lt;br /&gt;
Several 8.8 cm FlaK 18s can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[Image:BFV-flak2-0.jpg|thumb|600px|none|Left view of a FlaK 18 in the campaign.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|Right view. Note the single-piece barrel, which distinguishes it from a FlaK 36.]]&lt;br /&gt;
[[Image:BFV-flak2-1.jpg|thumb|600px|none|Close up of the gun cradle without the FlaK 37 pointer dials.]]&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm Mörser 16==&lt;br /&gt;
The German WWI 21cm Mörser 16 heavy howitzer came in with the second appearance of the Rush game mode in the fourth week of the &amp;quot;Defying the Odds&amp;quot; chapter. Unlike in the previous game, it can now be destroyed.&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;
[[Image:BFV-Mörser.jpg|thumb|600px|none|Mörser 16 in-game.]]&lt;br /&gt;
[[Image:BFV-Mörser2.jpg|thumb|600px|none|The destroyed howitzer in-game.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the Airborne, Frontlines, and Rush multiplayer modes. Defenders can fire them as quickly as they reload, and are most effective when enemies are spotted; without any spotted enemies, the shell will simply land somewhere in the playable area. Some objectives are radio stations instead, which can call in a strike from howitzers somewhere outside the map, and are functionally identical in terms of gameplay.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|400px|21 cm-Mörser 18 - 210 mm]]&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Mörser 18 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
[[File:BFV Bren Mounted (1).jpg|thumb|600px|none|Manning the Bren with a drum magazine. Note the sights have been changed.]]&lt;br /&gt;
[[File:BFV Bren Mounted (2).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFV Bofors.jpg|thumb|600px|none|The Bofors turret in the Valentine AA tank, which itself is supposed to represent the Crusader III, AA Mk I, but actually it is just the Crusader's turret on the game's Valentine chassis.]]&lt;br /&gt;
[[File:BFV-bofors2.jpg|thumb|600px|none|Manning the Bofors from the inside.]]&lt;br /&gt;
[[File:BFV-bofors3.jpg|thumb|600px|none|Ejecting a spent casing. This similarly animation is also seen in BF1 for the Garford-Putilov Armoured Car where the gunner throws the casing out of the tower.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II==&lt;br /&gt;
British planes like the Spitfire and the Mosquito are armed with [[Browning AN/M2|Browning .303 Mk II]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:BFV-Browning303.jpg|thumb|600px|none|Four Brownings mounted in the Mosquito's noise.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head on. Note the Calliope tank in the background.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
Spitfires can be upgraded with two [[Hispano-Suiza HS.404]].&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum 20x110mm]]&lt;br /&gt;
[[File:BFV_Hispano.jpg|thumb|none|600px|A Hispano mounted in the Spitfire's wing.]]&lt;br /&gt;
&lt;br /&gt;
==MG 151/20==&lt;br /&gt;
German Messerschmitt Bf 109 fighters are armed with [[MG 151 cannon|MG 151/20 cannon]]s. Other planes like the JU 88 can be upgraded with those as well.&lt;br /&gt;
[[File:mg15120.jpg|thumb|400px|none|Mauser MG 151/20, standard propeller dome armament for the Messerschmitt Bf 109 - 20x82mm.]]&lt;br /&gt;
&lt;br /&gt;
==MG17==&lt;br /&gt;
[[MG17 machine gun]]s are mounted on German planes.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|400px|MG17 machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-mg17.jpg|thumb|600px|none|An MG17 mounted on a Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==MG34 Panzerlauf==&lt;br /&gt;
The [[MG34|MG34 Panzerlauf]] variant, fitted with the saddle drum magazine, is mounted to various German vehicles and as a standalone stationary weapon, while the belt-fed MG34 Panzerlauf is mounted in the hull and coaxial mounts of German tanks. In the second January 2019 patch, the mounted MG34 stationary weapon previously only seen in the campaign was added to multiplayer, replacing the Vickers as the German constructible stationary MG.&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(1).jpg|thumb|600px|none|The MG34 mounted on the backseat of a Kubelwagen; the Panzerlauf (Armored Barrel) barrel can be seen here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(2).jpg|thumb|600px|none|Manning the mounted MG34.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(3).jpg|thumb|600px|none|Aiming. While the sights aren't properly aligned, the actual point of impact is also higher than the front sight, so this common video game issue actually makes a bit more sense here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(4).jpg|thumb|600px|none|The stationary MG34 added with the second January 2019 patch. This is the rear view.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(5).jpg|thumb|600px|none|The front view of the same weapon.]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[Image:BFV Oerlikon.jpg|thumb|none|600px|Three Oerlikon cannons mounted on a Valentine chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Allied counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun. It is also mounted on top of a T48 GMC halftrack as a Squad Reinforcement for the British at 9850 Requisition Points.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is the buildable stationary heavy MG for the British faction. It uses the same animations as ''Battlefield 1'''s Maxim, but its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British - .303 British]]&lt;br /&gt;
[[Image:Bfv-vickers1.jpg|thumb|600px|none|The front of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers2.jpg|thumb|600px|none|The rear of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers3.jpg|thumb|600px|none|Using the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers4.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bfv-mg42muzzlemint.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification for the MG42 uses the post-1940 Mark II blast deflector for the Vickers. Other muzzle modifications also use the blast deflector.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic customization options in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
[[Image:Bfv-stgmuzzlechrome.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the StG 44. Other muzzle modifications also use the Colt Monitor cutts compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti L-39==&lt;br /&gt;
The muzzle of the Finnish [[Lahti L-39]] anti-tank rifle is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Lahti_with_PKM_for_size.jpg|thumb|none|450px|Lahti L-39 with a [[PK Machine Gun]] for scale - 20x138mm B]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle1.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the Kar98k.]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle2.jpg|thumb|600px|none|The &amp;quot;Liberte&amp;quot; muzzle modification for the LS/26.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
An M9 flash hider (a late-war attachment for the [[M3 &amp;quot;Grease Gun&amp;quot;]]) is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[Image:Bfv-mp34muzzleghost.jpg|thumb|600px|none|The &amp;quot;Ghost&amp;quot; muzzle modification for the MP34; other muzzle options also use the M9 flash hider model, sometimes with different textures.]]&lt;br /&gt;
&lt;br /&gt;
==PTRD-41==&lt;br /&gt;
A muzzle from a [[PTRD-41]] is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|500px|PTRD-41 Anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Bfv-mg42muzzleblued.jpg|thumb|600px|none|The &amp;quot;Blued&amp;quot; barrel modification for the MG42. Other barrel modifications also use the PTRD-41 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==Reising M50==&lt;br /&gt;
The cutts compensator from a [[Reising Submachine Gun|Reising M50]] submachine gun is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Reising m50-1.jpg|thumb|none|500px|Reising M50 (full stock variant) - .45 ACP. Fitted with Cutts compensator and 20 round double stack magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as a visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
[[Image:Bfv-nightowlbarrel.jpg|thumb|600px|none|The &amp;quot;Night Owl&amp;quot; barrel modification. Other barrel modifications also use the Mk V barrel shroud and front sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenmintmuzzle.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification. Other muzzle modifications also use the Mk I muzzle.]]&lt;br /&gt;
[[Image:Bfv-stengoldstock.jpg|thumb|600px|none|The &amp;quot;Gold Plated&amp;quot; stock modification. Other stock modifications also use the Mk I stock.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I*==&lt;br /&gt;
The Sten Mk 1* stock is an available visual modification of the Sten's &amp;quot;stock&amp;quot; component.&lt;br /&gt;
[[Image:Sten MkI star.jpg|thumb|none|400px|Sten Mk I* - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenchromedstock.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; stock modification. Other stock modifications also use the Mk I* stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1289848</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1289848"/>
		<updated>2019-08-17T01:26:59Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Krag-Jørgensen M1894 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=Battlefield V Cover Art.jpg&lt;br /&gt;
|caption=''Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the third entry to be set chiefly in World War 2 (the first since ''[[Battlefield: 1943]]'').&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;
Like in previous Battlefield games, players can select one from four classes: &lt;br /&gt;
* The Assault class uses select-fire and fast-firing semi-automatic rifles, as well as utilize explosives for anti-tank and infantry.&lt;br /&gt;
* The Medic class uses submachine guns and fast-cycling bolt-action carbines, and revive teammates other than squad members (other classes can revive squad members only). They also carry an infinite amount of pouches for self-healing.&lt;br /&gt;
* The Support class uses light machine guns, medium machine guns that require bipods, and shotguns.&lt;br /&gt;
* The Recon class, returning from ''[[Battlefield 4]]'', uses slow-cycling bolt-action rifles, slower semi-automatic rifles (the latter are referred to as &amp;quot;self-loading rifles&amp;quot;), pistol carbines and anti-materiel rifles. &lt;br /&gt;
&lt;br /&gt;
These four classes are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can use the &amp;quot;Engineer&amp;quot; combat role, with increased fortification-building capabilities).&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, replaced with an upgrade tree. Weapon finishes are now split into multiple parts, and can change the physical appearance of the weapon as well as its finish.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, an M1911 is used by the machine gunner in the final scene of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story. Like in ''Battlefield 1'', the hammer never moves and stays in the cocked position.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as in ''Battlefield 1'', other than that the player character actually catches the spent mag on a non-empty reload instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is the last sidearm unlocked, at rank 19 of any class. It serves as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). While it starts out with a sensible four rounds in reserve, resupplying brings it up to fifty - somewhat reasonable if not for the fact that the reload animation shows the new round being taken from the grip compartment, which is obviously too small to fit fifty rounds.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from ''Battlefield 1''. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908. Like in ''Battlefield 1'', it does not lock back on the last shot, instead repeating the standard firing animation with the toggle assembly going forward, with the toggle assembly then magically locking back, despite the fact that all other pistols had this error fixed. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. The reload animations for the Luger are reused from ''Battlefield 1''. Note the lack of trigger discipline, an accurate detail considering that the technique was not used during World War II.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Luger Carbine===&lt;br /&gt;
A rare [[Luger|Luger Carbine]] with a ''Trommelmagazin 08'' snail drum magazine was added in the seventh week of the &amp;quot;Trial By Fire&amp;quot; chapter as a primary weapon for the Recon class, under the category &amp;quot;Pistol Carbine&amp;quot;. It is also distinguished by the P08's absence of a grip safety, a feature of modern-produced Luger carbines. To balance the high capacity, the reload animation is slower than in BF1. It can somewhat bizarrely fit short-range scopes; to accomplish this without preventing the weapon's short-recoil mechanism from working, these are attached to the side of the handguard instead of the barrel, removing the original rear sight in the process.&lt;br /&gt;
[[File:Luger carbine.jpg|thumb|none|450px|Rare Model 1900/1902 Luger carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; with 32-round ''Trommelmagazin 08'' snail drum magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BFV P08 Car (1).jpg|thumb|600px|none|The Luger P08 Pistol Carbine in idle.]]&lt;br /&gt;
[[File:BFV P08 Car (2).jpg|thumb|600px|none|Aiming down the sights - a bit cropped open, but not nearly as much so as the pistol variant. Note that when aiming, the character's left hand moves up and grips the forend. This also occurs when sprinting with the Luger carbine.]]&lt;br /&gt;
[[File:BFV P08 Car (3).jpg|thumb|600px|none|Removing a magazine during a non-empty reload.]]&lt;br /&gt;
[[File:BFV P08 Car (4).jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:BFV P08 Car (5).jpg|thumb|600px|none|When empty, the magazine release is pressed...]]&lt;br /&gt;
[[File:BFV P08 Car (6).jpg|thumb|600px|none|..then a new magazine is inserted from the right. Note that the left thumb in this animation will actually clip through some of the alternate sight options.]]&lt;br /&gt;
[[File:BFV P08 Car (7).jpg|thumb|600px|none|Pulling the toggle lock mechanism to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Carbine==&lt;br /&gt;
The carbine [[Mauser C96]] will return from ''Battlefield 1'', as shown in dog tags.&lt;br /&gt;
[[File:C96 Carbine.jpg|thumb|500px|none|Mauser C96 Carbine  - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Mauser C96 20 Round.jpg|thumb|none|400px|Mauser C96 (early model) with 20-round fixed magazine]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game, unlocked at Rank 1 of any class. It fires at 449 RPM, the fastest of all sidearms, but is hampered by a lower damage output. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round. Note the trigger discipline, unlike with the Luger P08 the character this time decides to anachronistically employ modern safety techniques.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1'', again as the &amp;quot;Repetierpistole M1912&amp;quot;. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away, explaining how they're kept. Unlike the M1911 (and like the P38 and Mk VI), the hammer actually moves, though gameplay requirements mean that it does this ''after'' a shot has been fired.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole M1912&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm. The game correctly portrays the P38 ejecting its casings to the left.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] returns from ''Battlefield 1'' as the &amp;quot;Mk VI Revolver&amp;quot;. It is unlocked at Rank 15 of any class and has the highest damage output of any sidearm.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Mk VI, note that it is held much further out than in Battlefield 1.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Opening up the cylinder. As with the last game, it correctly shows which rounds have been fired; in this case, all were expended.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod==&lt;br /&gt;
The [[Welrod Pistol]] appears in the Chapter 4 trailer. It appears to be a hybrid of both models, having the front sight near the muzzle like the Mark II, but having a trigger guard like the Mark I.&lt;br /&gt;
[[Image:HPIM0965.jpg|thumb|none|400px|Welrod pistol Mark II - .32 ACP.]]&lt;br /&gt;
[[Image:Welrod.jpg|thumb|none|400px|Welrod pistol Mark I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-welrod.jpg|thumb|600px|none|The Welrod in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in the twelfth week of the Trial By Fire chapter as the &amp;quot;MAB 38&amp;quot;. It comes with 20-round magazines as default, but can be upgraded to use 30-round magazines with a specialization.&lt;br /&gt;
&lt;br /&gt;
The MAB 38 introduces a new weapon detail to the series, with the bolt actually staying dropped forward when the gun is entirely out of ammo, which persists even when switching through other weapons/gadgets (unlike other weapons). The system is slightly buggy when the weapon ''does'' have ammo left however, as the MAB 38's bolt sometimes appears closed when it shouldn't be. This happens when switching from certain gadgets (SMLE launcher, build tool, throwing a grenade), but the issue can be fixed by switching to other items (sidearm, medkit) or by performing an empty reload.&lt;br /&gt;
[[Image:Beretta Model 38A.jpg|thumb|none|450px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:BFV MAB 38 (1).jpg|thumb|none|600px|Standing near a Luftwaffe glider with the Model 38A.]]&lt;br /&gt;
[[File:BFV MAB 38 (2).jpg|thumb|none|600px|View down the iron sights of the SMG.]]&lt;br /&gt;
[[File:BFV MAB 38 (3).jpg|thumb|none|600px|Reloading a 20-rounder magazine.]]&lt;br /&gt;
[[File:BFV MAB 38 (4).jpg|thumb|none|600px|Pulling the bolt back open.]]&lt;br /&gt;
&lt;br /&gt;
==BSA Welgun==&lt;br /&gt;
The BSA Welgun, a crude SMG developed by the British Special Operations Executive, is yet to be added in multiplayer. So far, only dog tags confirm its existence in the game.&lt;br /&gt;
[[File:Welgun.jpg|thumb|none|400px|Birmingham Small Arms Welgun - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The [[Erma EMP]] is unlocked at rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be visually modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. Note the mounted 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile. In-game, however, it is an available sight for several weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is unlocked at rank 10 of the Medic class. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines from the Lanchester and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Holding the MP28. The underhanded grip of the magazine well is certainly unorthodox, but at least better than gripping the magazine itself.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine from the British Lanchester.]]&lt;br /&gt;
&lt;br /&gt;
==Lanchester Mk.I==&lt;br /&gt;
The British copy of the [[Haenel-Schmeisser MP28/II]], the [[Lanchester Mk.I]], is yet to be added to multiplayer. Only dog tags confirm its appearance in game. Files indicate that the Lanchester fires at 600 RPM and is the direct opposite of the MP28, as the Lanchester favors aiming down sights unlike the MP28.&lt;br /&gt;
[[File:Lanchester early model.jpg|thumb|none|400px|Lanchester Mk.I - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 6 of the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten. Some of the barrel cosmetic options remove the resting plate under the barrel, a feature of the [[MP41]].&lt;br /&gt;
&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|Holding the MP40.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The player character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is unlocked at rank 20 of the Medic class. By default it has a 20-round magazine, but can be upgraded with a 50-round drum magazine. An M1928A1 with a 30-round drum magazine (identical to the multiplayer's 50-round drum) is the starting weapon for Billy Bridger in the &amp;quot;Under No Flag&amp;quot; War Story (though he uses a Sten in cutscenes), and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags (the latter holding 30 rounds). It was originally inaccurately portrayed as full-auto only, but a semi-auto mode was added in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
The cutts compensator of the M1928A1 Thompson is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Submachine gun M1928 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 20-round magazine and without Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (1).jpg|thumb|600px|none|The M1928A1 Thompson with a 20-round magazine held by a British soldier...]]&lt;br /&gt;
[[File:BFV M1928 (2).jpg|thumb|600px|none|...and another one with the 50-round drum magazine. Note that the position in which the weapon is held has changed compared to the previous shot, possibly to represent the increase in weight.]]&lt;br /&gt;
[[File:BFV M1928 (3).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1928 (4).jpg|thumb|600px|none|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV M1928 (5).jpg|thumb|600px|none|...then inserting a fresh 20-round magazine. Note the Cutts compensator; by default the M1928A1 does not have one, but all the muzzle visual customization options give it one.]]&lt;br /&gt;
[[File:BFV M1928 (6).jpg|thumb|600px|none|Removing the drum magazine to the right...]]&lt;br /&gt;
[[File:BFV M1928 (7).jpg|thumb|600px|none|...and inserting a fresh drum to the left.]]&lt;br /&gt;
[[Image:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (8).jpg|thumb|none|600px|The &amp;quot;Sandstorm&amp;quot;, &amp;quot;Patches&amp;quot;, and &amp;quot;Countryside&amp;quot; sight customization options give the M1928A1 an M1-style simplified rear sight.]]&lt;br /&gt;
[[File:BFV M1928 (9).jpg|thumb|none|600px|Looking down the M1-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Patchett Machine Carbine==&lt;br /&gt;
The predecessor to the [[Sterling]], the Patchett Mk I, is yet to be added to multiplayer, and is only confirmed in three dog tags. &lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|400px|Patchett Machine Carbine Mk 1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0; in an extreme rarity for video games and media in general, its name is in all-caps, as it is an acronym. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced. The integrally-suppressed [[Sten Mk II(S)|Mk II(S)]] variant appears in the Tirailleur campaign.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the Sten.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
[[Image:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk II(S) - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (1).jpg|thumb|none|600px|A suppressed Sten in Deme's hands. It can fire in full auto, which is impractical due to overheating, as integrally suppressed Stens are meant to be fired in short bursts or semi auto.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (2).jpg|thumb|none|600px|View of the suppressor.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (3).jpg|thumb|none|600px|The suppressed Sten in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine. The Suomi has the highest rate of fire for the SMGs, with 770 RPM (981 RPM when specialized).&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into the KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] was added to multiplayer in the first week of the &amp;quot;Lightning Strikes&amp;quot; chapter, as an SMG for the Medic class. By default, it has a 30-round box magazine and fires at 514 RPM, but can be upgraded to have a larger 40-round box magazine, or a faster rate-of-fire of 720 RPM.&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm. This is the base version with folding bipod and detachable barrel.]]&lt;br /&gt;
[[File:Bfv-zk383promo.jpg|thumb|none|600px|A promotional image for the &amp;quot;Lightning Strikes&amp;quot; chapter, showing a German soldier holding a ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-2.jpg|thumb|none|600px|The ZK-383 from the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV-ZK383-Idle.jpg|thumb|none|600px|Holding the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV-ZK383-Reload.jpg|thumb|none|600px|Reloading the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Charginghandle.jpg|thumb|none|600px|Pulling back the charging handle.]]&lt;br /&gt;
[[File:BFV-ZK383-Bipod.jpg|thumb|none|600px|The ZK-383 with its bipod deployed.]]&lt;br /&gt;
[[File:BFV-ZK383-Extendedmag.jpg|thumb|none|600px|The ZK-383 with a 40 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'' with the same &amp;quot;12g Automatic&amp;quot; name, now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
[[File:BFV Auto-5 (5).jpg|thumb|none|600px|The Browning A-5 with a ribbed barrel and extended magazine tube in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a Support class primary weapon, unlocked at Rank 13. It is the fastest of all currently available shotguns at 200 RPM (225 with the Trigger Job specialization). In real life the left barrel was used to fire slugs, but in the game both barrels fire buckshot. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle, dealing similar damage figures to the Recon's bolt-action rifles.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] shotgun. The shotgun is currently not present in BFV.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free from December 19, 2018 to January 3, 2019. As in BF1, it cannot be chamberloaded and only holds 5 rounds instead of 5+1. It is the slowest firing shotgun in the game at 100 RPM, much slower than it was in the previous game, and also cannot be slamfired (again unlike its appearance in ''BF1''). However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
A bayonet can be equipped at rank 4.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
[[File:BFV M1897 (4).jpg|thumb|none|600px|Firing a bayonet-equipped Winchester 1897.]]&lt;br /&gt;
[[File:BFV M1897 (5).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:BFV M1897 (6).jpg|thumb|none|600px|The pumping animation as seen in the from-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Self-Loading Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exception in this category is the AG-42 Ljungman, whose charging mechanism prohibits the use of receiver-mounted scopes.&lt;br /&gt;
&lt;br /&gt;
Semi-automatic rifles issued to the Assault class appear under the “Semi-Auto Rifle” designation while semi-automatic rifles issued to the Recon class are labeled as “Self-Loading Rifles.” While ultimately just two different terms for the same type of rifle, the former name differentiates the Assault's rifles from its ''full-auto'' rifles, while the latter name differentiates the Recon's rifles from its ''manually-operated'' rifles.&lt;br /&gt;
&lt;br /&gt;
==Ag m/42==&lt;br /&gt;
The [[AG-42 Ljungman|Ag m/42]] was added as an Assault self-loading rifle with the fourth week of the &amp;quot;Overture&amp;quot; chapter. It fires at 450 RPM and deals the same damage as the M1A1 Carbine, and like the Gewehr 43, it can be upgraded to accept detachable magazines. The animation for non-empty reloading without detachable magazines accurately shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|500px|Automatgevär m/42 with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==Breda M1935 PG==&lt;br /&gt;
The [[Breda M1935 PG]] appears in the Close Quarters promotional art. It is unknown if the Breda will be exclusive to the Close-Quarters maps or will be used in the base multiplayer.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda M1935 PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:BFV Breda promotional.jpg|thumb|600px|none|The Breda M1935 PG in the hands of the Red Devil, the British para in the middle. Note the 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The second pattern [[FG 42]] is categorized as an LMG and used by the Support class at Rank 16. It has the lowest capacity of all LMGs in the base game, and has the highest vertical recoil kick. It can also mount a bayonet, though the bayonet is not shown in the stowed position when not equipped.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 1st pattern FG 42, is used to mount various sights to different weapons. The stock of the 1st version is also available as a cosmetic option. The FG 42 muzzle is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV FG42 (1).jpg|thumb|600px|none|FG 42 in hand. On this level, the second pattern model is anachronistic by about 2 years.]]&lt;br /&gt;
[[File:BFV FG42 (2).jpg|thumb|600px|none|Aiming down the sights. Although difficult to see, the sights are set for 500 meters. This is not reflected in gameplay.]]&lt;br /&gt;
[[File:BFV FG42 (3).jpg|thumb|600px|none|Removing a 20-round magazine...]]&lt;br /&gt;
[[File:BFV FG42 (4).jpg|thumb|600px|none|...and loading a new one.]]&lt;br /&gt;
[[File:BFV FG42 (5).jpg|thumb|600px|none|Pulling the open bolt charging handle.]]&lt;br /&gt;
[[File:FG42.jpg|thumb|none|500px|‎FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom)]]&lt;br /&gt;
[[File:BFV FG42 (6).jpg|thumb|600px|none|The ZF4 scope mounted on the FG 42. Note that this uses the earlier model's scope mount.]]&lt;br /&gt;
[[File:BFV FG42 (7).jpg|thumb|600px|none|The Mark III Free Mounted Gun Reflector Sight mounted on the FG 42. In reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is a self-loading rifle available in the game, unlocked by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot;, which is set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note that the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold an additional round in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
The select fire variant fires at 670 RPM, and is statistically identical to the Sturmgewehr 44, while its semi-automatic variant fires at 360 RPM, and has the highest capacity of all semi-automatic rifles in the base game.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps are all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|The left hand is used to rechamber this variant.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The Polish [[Kbsp wz. 38M]] was added in the third week of the &amp;quot;Defying the Odds&amp;quot; chapter as a semi-auto rifle for the Assault class, called the &amp;quot;Karabin 1938M&amp;quot; (&amp;quot;Karabin&amp;quot; being Polish for &amp;quot;carbine&amp;quot;, and what the &amp;quot;Kb&amp;quot; in &amp;quot;Kbsp&amp;quot; stands for). Unlike the other stripper-clip fed semi-auto rifles in the Assault class that allow detachable magazines via specialization, the Kbsp's magazine is fixed, and cannot be removed through any in-game means. It fires at 300 RPM, 60 RPM slower than the Gewehr 43, and has two chambering animations: one for empty reloads that uses the trigger to close the bolt akin to the ZH-29, and one for tactical reloads that uses the charging handle.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|500px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Karabin (1).jpg|thumb|none|600px|The Kbsp in German hands in North Africa, likely a war trophy from 1939's prelude.]]&lt;br /&gt;
[[File:BFV Karabin (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Karabin (3).jpg|thumb|none|600px|A ''very'' close-up look on the use of the hand to block ejecting bullets in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (4).jpg|thumb|none|600px|Reloading individual 8mm Mauser rounds.]]&lt;br /&gt;
[[File:BFV Karabin (5).jpg|thumb|none|600px|Using the charging handle to chamber a round in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (6).jpg|thumb|none|600px|Inserting a 5-round clip.]]&lt;br /&gt;
[[File:BFV Karabin (7).jpg|thumb|none|600px|Using the trigger to chamber a round in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle]] returns from ''Battlefield 1'' as a Recon primary, added with the third week of the &amp;quot;Overture&amp;quot; chapter. It is again named the &amp;quot;Selbstlader 1906&amp;quot;, and fires at a slower 164 RPM, which is 135 RPM (58%) slower than in BF1, but the BFV version can kill in one less bullet than BF1's incarnation. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. Unlike its appearance in ''Battlefield 1'' (and unlike its pistol counterpart in both games) the toggle assembly correctly locks back on the final shot.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger rifle in-game.]]&lt;br /&gt;
[[Image:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[Image:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[Image:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the player character removes the stripper clip before doing this.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class, unlocked at Rank 5. It is the fastest of all semi-auto rifles at 450 RPM (tied with the Ljungman), and thirty-round magazines can be unlocked for the Carbine as an upgrade tree option. Unlike the M1A1 Carbine in [[Battlefield Hardline]], the stock is always unfolded and is now modeled to face the correct side. It also mounts the conical flash hider by default, which was an actual attachment in ''Hardline.''&lt;br /&gt;
&lt;br /&gt;
Some soldiers in promotional art for the game wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading a 30-round magazine.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (6).jpg|thumb|none|600px|A customized M1A1 with an &amp;quot;Urban Blue&amp;quot; handguard and &amp;quot;Mint&amp;quot; iron sights. The &amp;quot;Urban Blue&amp;quot; handguard, along with the &amp;quot;Blued&amp;quot; one, gives it a perforated metal heatshield. The &amp;quot;Urban Blue&amp;quot;, &amp;quot;Mint&amp;quot;, and &amp;quot;Gold Plated&amp;quot; iron sights give it an earlier-pattern rear sight.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (7).jpg|thumb|none|600px|Aiming down the earlier-pattern rear sight.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] will be added in Chapter 5.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Bfv-m1garand.jpg|thumb|none|600px|The Garand about to hit a Japanese soldier in the Chapter 4 trailer's teaser for Chapter 5.]]&lt;br /&gt;
[[File:Bfv-e3garand.jpg|thumb|none|600px|The Garand in the EA Play preview for Chapter 5.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
An [[M2 Carbine]] with a metal heatshield appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 carbine]]&lt;br /&gt;
[[File:Bfv-m2carbine.jpg|thumb|none|600px|The M2 in the Chapter 4 trailer. Being only seen for a second or two, the carbine here is rather evidently unfinished; the spent casings are apparently coming out of the air to the left of the receiver instead of the ejection port, and a close look at the stock reveals that the player character is holding it as though it has a pistol grip (which it doesn't), showing that it's using the M1A1's animations as a placeholder.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-44==&lt;br /&gt;
The [[MAS-44]] was added as an Assault class semi-automatic rifle in the second week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 360 RPM, and can either be loaded with loose rounds and clips, or upgraded to use detachable magazines. Statistics-wise, it is similar to the Turner SMLE.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|500px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:BFV-MAS44-1.jpg|thumb|none|600px|The MAS-44 in the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV MAS44 (1).jpg|thumb|none|600px|The MAS-44 in British hands.]]&lt;br /&gt;
[[File:BFV MAS44 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV MAS44 (3).jpg|thumb|none|600px|Loading individual 7.5x54 French rounds.]]&lt;br /&gt;
[[File:BFV MAS44 (4).jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BFV MAS44 (5).jpg|thumb|none|600px|Pulling back the iconic plastic charging handle.]]&lt;br /&gt;
[[File:BFV MAS44 (6).jpg|thumb|none|600px|Reloading the MAS's box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'', unlocked at Assault rank 16. It is the slowest Assault self-loading rifle at 225 RPM.&lt;br /&gt;
&lt;br /&gt;
All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1. When a scope is equipped, it blocks the stripper clip guide. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free from December 17, 2018 to January 3, 2019.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM (10 RPM slower than BF1), it is the most accurate of them all because of its bipod.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|The Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[R.S.C. Mle 1917]] semi-automatic Rifle returns from ''Battlefield 1'', available at Recon Rank 16. Its damage figures are identical from its BF1 predecessor, both capable of two-shot kills, but the BFV counterpart is 26 RPM faster than BF1.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV RSC (1).jpg|thumb|600px|none|The R.S.C. in the game.]]&lt;br /&gt;
[[File:BFV RSC (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV RSC (3).jpg|thumb|600px|none|Popping the magazine cover open.]]&lt;br /&gt;
[[File:BFV RSC (4).jpg|thumb|600px|none|Topping up with a 5-round enbloc clip.]]&lt;br /&gt;
[[File:BFV RSC (5).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is available for the Assault class at Rank 13. It fires at 600 RPM.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is anachronistically featured in the chapters &amp;quot;Under No Flag&amp;quot;, set in 1942, and &amp;quot;Nordlys&amp;quot;, set in 1943.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mint&amp;quot; and &amp;quot;Gold Plated&amp;quot; iron sight customization options give it the barrel assembly of the MKb 42(H); this does not change the weapon animations in any way and it remains closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The recoil spring is also wrongly rendered in line with the piston which is incorrect as original StG have their recoil spring below in line with the bolt.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:BFV STG44 (1).jpg|thumb|600px|none|The Sturmgewehr 44 in hand. For this North African map, it is anachronistic by about 3 years.]]&lt;br /&gt;
[[File:BFV STG44 (2).jpg|thumb|600px|none|Aiming down the sights. Due to gameplay purposes, the rear sight is too wide.]]&lt;br /&gt;
[[File:BFV STG44 (3).jpg|thumb|600px|none|About to remove the magazine using the mag release.]]&lt;br /&gt;
[[File:BFV STG44 (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV STG-stock.jpg|thumb|none|600px|The &amp;quot;Night Owl&amp;quot; stock option for the StG 44 removes the stock completely and replaces it with a folding stock. While post-war folding stocks (such as the one found on the Sport Systeme Dittrich BD 44) for the StG exist in reality, ones that do not make the weapon inoperable do not, as the stock contains the recoil spring.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV STG-MKb.jpg|thumb|none|600px|Reloading a StG-44 in the beta, with a customization option giving it a MKb barrel assembly. This precise customization option is currently not available in the released game.]]&lt;br /&gt;
[[File:BFV STG-MKb (1).jpg|thumb|none|600px|Crouching with a StG 44 with a MKb barrel assembly, which also has the aforementioned Systeme Dittrich BD 44 underfolding stock.]]&lt;br /&gt;
[[File:BFV STG-MKb (2).jpg|thumb|none|600px|Aiming down the MKb 42(H)-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon, unlocked at Rank 10. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the use of detachable magazines or a twenty round fixed &amp;quot;trench&amp;quot; magazine that is the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historic rate of 770 RPM, which is balanced with lower lethality than its ''BF1'' counterpart (25 max - 17 min damage, compared to 42 - 23, which translates to requiring at least one or two more shots to kill than in ''BF1''), and prior to the ''Lightning Strikes'' update, a smaller 15-round magazine as default, with 20-round magazines locked behind a specialization in the spec tree.  The latter is no longer true as the 20-round magazine has been made the default and only magazine available for the weapon, which conveniently fixes the (now former) issue of the 15-round magazine using the visual model of a 10-rounder.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle at the time.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is unlocked for the Recon class at rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Bolt-Action Rifles/Carbines=&lt;br /&gt;
Three kinds of bolt-action rifles are available in the game. &amp;quot;Bolt-Action Rifles&amp;quot; are slow-firing rifles available to the Recon class, effective at medium to long range sniping, &amp;quot;Anti-Materiel Rifles&amp;quot;, also available to the Recon class, can damage vehicles, but require being in the prone position to fire, similar to the T-Gewehr in BF1, and &amp;quot;Bolt-Action Carbines&amp;quot;, available to the Medic class, have faster fire rates than the other types, but can only fit scopes up to 3x magnification.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 99==&lt;br /&gt;
An [[Arisaka Type 99]] short rifle with a bent bolt handle is seen in the Chapter 4 trailer. &lt;br /&gt;
[[file:99aris.jpg|thumb|none|500px|Arisaka Type 99 short rifle with monopod - 7.7x58mm]]&lt;br /&gt;
[[File:Bfv-arisaka.jpg|thumb|none|600px|The Arisaka being held by a Japanese soldier. The bent bolt handle is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==Boys MKI Anti-Tank Rifle==&lt;br /&gt;
The [[Boys anti-tank rifle]] was added in the ninth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Recon class. It is by far the most powerful primary weapon in the game, capable of one-shot kills to the torso up to 100 meters away and minor damage to vehicles (the Armor Piercing Composite Rigid projectiles specialization can improve this somewhat), but is incredibly slow to fire at 22 RPM (26 with the Machined Bolt specialization) and requires the bipod to be deployed to aim down sights.&lt;br /&gt;
[[File:BoysMkIATRifle.jpg|thumb|none|500px|Boys MKI Anti-Tank Rifle - .55 Boys (13.9x99mmB)]]&lt;br /&gt;
[[File:BFV Boys (1).jpg|thumb|none|600px|The deploy animation of the Boys depicts the pulling of the cocking handle, ready to fire.]]&lt;br /&gt;
[[File:BFV Boys (2).jpg|thumb|none|600px|Idle position.]]&lt;br /&gt;
[[File:BFV Boys (3).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. They are set for 300 yards.]]&lt;br /&gt;
[[File:BFV Boys (4).jpg|thumb|none|600px|Slowly cycling the bolt at 22 or 26 RPM.]]&lt;br /&gt;
[[File:BFV Boys (5).jpg|thumb|none|600px|Removing the magazine...]]&lt;br /&gt;
[[File:BFV Boys (6).jpg|thumb|none|600px|...and inserting a new one, while the barrel does its level best to create perspective illusions with the river. It's long, but not ''that'' long.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91 TS Carbine with attached Tromboncino M28==&lt;br /&gt;
A [[Carcano M91 TS]] Carbine with an attached [[Tromboncino M28]] grenade launcher (named &amp;quot;M28 con Tromboncino&amp;quot;) was added in the sixth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Medic class. Unlike its ''Battlefield 1'' predecessor, the M91 TS fires at a rate of 93 RPM (20 RPM faster than BF1's), and does less damage (only being capable of a two-shot kill). The grenades can deal damage to vehicles, mimicking the High Explosive Grenade Rifle from BF1.&lt;br /&gt;
[[File:Tromboncino.jpg|thumb|none|500px|Carcano M91 TS Carbine with Tromboncino Modello 28 grenade launcher - 6.5x52mm Carcano; 38.5mm grenade]]&lt;br /&gt;
[[File:Bfv-m28-idle.jpg|thumb|none|600px|Holding the &amp;quot;M28 con Tromboncino&amp;quot;.]]&lt;br /&gt;
[[File:Bfv-m28-ads.jpg|thumb|none|600px|Aiming down the sights of the rifle.]]&lt;br /&gt;
[[File:Bfv-m28-cycling.jpg|thumb|none|600px|Working the bolt of the Carcano.]]&lt;br /&gt;
[[File:Bfv-m28-clip.jpg|thumb|none|600px|Removing a semi-full en-bloc clip using a button. Like in ''Battlefield 1'' (and the M95/30 and the Webley Mk VI in BFV), the game tracks the number of bullets remaining before the tactical reload.]]&lt;br /&gt;
[[File:Bfv-m28-reload.jpg|thumb|none|600px|Inserting a new en-bloc clip.]]&lt;br /&gt;
[[File:Bfv-m28-boltswap.jpg|thumb|none|600px|Swapping the bolt from the carbine to the launcher.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeidle.jpg|thumb|none|600px|The grenade launcher with bolt inserted, ready to fire.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeads.jpg|thumb|none|600px|Aiming down the sights with the grenade launcher functional.]]&lt;br /&gt;
[[File:Bfv-m28-newgrenade.jpg|thumb|none|600px|Inserting a new grenade.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. Originally it was exclusive to the singleplayer campaign's stealth sections, but was added to multiplayer for the Medic class in the fourth week of the &amp;quot;Trial by Fire&amp;quot; chapter. In the singleplayer campaign, it is incorrectly depicted as having a magazine capacity of 6+1; the multiplayer corrects this to the proper 7+1. The multiplayer De Lisle also has a much faster fire rate than the singleplayer version at 93 RPM (109 with the &amp;quot;Machined Bolt&amp;quot; specialization), making it the fastest bolt-action weapon in the game.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:BFV Delisle (1).jpg|thumb|600px|none|The De Lisle Carbine in the hands of Solveig.]]&lt;br /&gt;
[[File:BFV Delisle (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Delisle (3).jpg|thumb|600px|none|Cycling the bolt. The bolt head incorrectly tilts up with the bolt.]]&lt;br /&gt;
[[File:BFV Delisle (4).jpg|thumb|600px|none|Reloading the .45 ACP magazine.]]&lt;br /&gt;
[[File:BFV Delisle (5).jpg|thumb|600px|none|The De Lisle on a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20. It is the slowest bolt action rifle at 49 RPM.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an aperture sight (other weapons use these scopes as well). The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys, Under No Flag, and Tirailleur chapters.&lt;br /&gt;
&lt;br /&gt;
The Kar98k bayonet is available as a melee weapon after completing an assignment for the German Elite Ernst Schubert.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (1).jpg|thumb|600px|none|The Kar98k in Wehrmacht hands.]]&lt;br /&gt;
[[File:BFV Kar98k (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Kar98k (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Kar98k (4).jpg|thumb|600px|none|Blocking the round from ejecting in a tactical reload.]]&lt;br /&gt;
[[File:BFV Kar98k (5).jpg|thumb|600px|none|Topping up with individual rounds.]]&lt;br /&gt;
[[File:BFV Kar98k (6).jpg|thumb|600px|none|Loading a 5-round stripper clip. This is not possible when a scope is equipped.]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (7).jpg|thumb|600px|none|The Kar98k with the swept-back mount and ZF4 scope.]]&lt;br /&gt;
[[File:BFV Kar98k (9).jpg|thumb|600px|none|A suppressed Kar98k with the ZF4 scope in the &amp;quot;Nordlys&amp;quot; singleplayer story.]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (8).jpg|thumb|600px|none|The Kar98k with the ZF42 scope and bipod.]]&lt;br /&gt;
[[File:BFV Kar98ksupp1.jpg|thumb|600px|none|The suppressed Kar98k in the ZF42 &amp;quot;Under no Flag&amp;quot; mission.]]&lt;br /&gt;
[[File:BFV Kar98ksupp2.jpg|thumb|600px|none|Holding the suppressed variant.]]&lt;br /&gt;
[[File:Bfv-kar98aperture1.jpg|thumb|600px|none|The Kar98k with the &amp;quot;Aperture Sight&amp;quot;, which is based on the Parker Hale model 4 rear sight with a heavily oversized aperture. Its appearance is anachronistic as it was introduced in 1946 in reality.]]&lt;br /&gt;
[[File:Bfv-kar98aperture2.jpg|thumb|600px|none|Aiming down the &amp;quot;Aperture Sight&amp;quot;.]]&lt;br /&gt;
[[File:BFV Kar98k (10).jpg|thumb|none|600px|A &amp;quot;Mint&amp;quot; Karabiner 98k with a bayonet equipped. The &amp;quot;Mint&amp;quot; iron sights option removes the hood from the front sight.]]&lt;br /&gt;
[[File:BFV Kar98k (11).jpg|thumb|none|600px|ADS view of the hood-less front sight.]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red Dawn (1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is unlocked by the Recon at Rank 13. It deals the lowest body damage of all bolt-action rifles, but has one of the highest muzzle velocities.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second and third rounds in the magazine.  This animation repeats with the character grabbing another three rounds to finish loading the weapon.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped Krag.]]&lt;br /&gt;
[[File:BFV Krag (7).jpg|thumb|none|600px|When topping off with one or two rounds, the rim of a cartridge is used to open the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III==&lt;br /&gt;
Some unusable [[Lee-Enfield No.1 Mk.III]] rifles are seen on the shooting range.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III - .303 British. Introduced in 1907, this was the official battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:BFVsmle1.jpg|thumb|none|600px|The SMLE in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk 1*]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a Mk.I(T) model, though several of the stock customization options give it a Mk.I(T) stock.&lt;br /&gt;
&lt;br /&gt;
It is the fastest bolt-action rifle at 72 RPM (84 RPM when specialized), but is hampered by a slow muzzle velocity at 500 m/s.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No.4 MK.I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible. It is anachronistic by 1 year on this map, as the map is set during the Rotterdam Blitz.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No.4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[File:BFV No.4 (6).jpg|thumb|none|600px|Running with a &amp;quot;Mint&amp;quot; Lee-Enfield equipped with its spike bayonet.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
[[File:BFV No.4(T) (1).jpg|thumb|none|600px|The Lee-Enfield No.4 Mk.I(T) in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue and in a flashback to the end of the ''Battlefield 1'' level &amp;quot;Storm of Steel&amp;quot;. Unusable G98s can be seen on the shooting range.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
[[File:BFV_g98_3.jpg|thumb|none|600px|An unusable G98 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerbüchse 39==&lt;br /&gt;
The [[Panzerbüchse 39]] will be added to multiplayer in Chapter 4.&lt;br /&gt;
[[Image:PzB-39-2.jpg|thumb|none|500px|PzB-39 Anti-tank rifle with spare ammunition box attached to the gun - 7,92×94 mm (Patrone 318) ]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first-person cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[R.S.C. Mle 1917|RSC 1917]].&lt;br /&gt;
&lt;br /&gt;
The Ross was added in multiplayer as a Recon primary in the seventh week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 64 RPM, 6 RPM faster than the Mannlicher, another straight-pull bolt action rifle, and deals the same damage figures as the Lee-Enfield.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV Ross (1).jpg|thumb|none|600px|The Ross rifle in-game.]]&lt;br /&gt;
[[File:BFV Ross (2).jpg|thumb|none|600px|Aiming down the cropped iron sights.]]&lt;br /&gt;
[[File:BFV Ross (3).jpg|thumb|none|600px|Working the straight-pull bolt.]]&lt;br /&gt;
[[File:BFV Ross (4).jpg|thumb|none|600px|Loading individual .303 rounds.]]&lt;br /&gt;
[[File:BFV Ross (5).jpg|thumb|none|600px|Loading a wobbly stripper clip, similar to ''Battlefield 1''.]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
[[File:BFV-Ross-3.jpg|thumb|none|600px|The Ross from the chapter 2 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle, and is used by elite enemy snipers that show off scope glint when in use.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading. The rounds used are the same round-headed 8x50mmR as used on BF1's M1895, which is incorrect for the M95/30, which uses 8x56mmR rounds that have sharp-headed spitzer bullets.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
Unusable [[Winchester Model 1895]] rifles appear at the shooting range.&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:BFVM1895.jpg|thumb|none|600px|The Winchester on the left.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' are divided into two categories: Light Machine Guns and Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
The overheating animation is depicted more realistically compared to ''Battlefield 1'' for the most part, where instead of the Support soldier giving the charging handle a quick rack to &amp;quot;clear the heat&amp;quot;, they will instead replace the quick-change barrel. However, the Vickers K, the Darne M1922, MG34 (when equipped with the optional saddle drum magazines), and the S2-200 still use the charging handle heat-clearing animation, as the first two lack a quick-change barrel, though the latter two have overheat thresholds that are higher than the amount of ammunition contained within their respective magazines and thus will never play the animation.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, Lewis Gun, and LS/26 are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, Darne M1922, and the S2-200 are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun|Bren Mk 1]] is a Support LMG, unlocked at Rank 8. It fires at 514 RPM and has the same damage output as the Lewis Gun. Some customization options give it the barrel and sight assembly or stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 British]]&lt;br /&gt;
[[File:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[File:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren. Note that the front sight's protective wings have been removed.]]&lt;br /&gt;
[[File:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[File:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
[[File:BFV Bren (6).jpg|thumb|none|600px|A customized Bren in-game. Note the &amp;quot;Mint&amp;quot; iron sights, which give the gun a Mk2 barrel and sight assembly, as well as the front sight's wings.]]&lt;br /&gt;
[[File:BFV Bren (7).jpg|thumb|none|600px|Aiming down the Mk2 barrel's iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919|Browning M1919A4]] with a stock will apparently appear in Chapter 5.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|400px|none|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, as well as the Combined Arms game mode following the &amp;quot;Lightning Strikes&amp;quot; update. In Tirailleur, it is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Chauchat is planned to be made available for multiplayer in the Tides of War service.  It can also be found on a weapon crate in the &amp;quot;Harbor Headquarters&amp;quot; co-op mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[Image:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[Image:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[Image:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is used when empty. This is probably because the machine gun is in poor shape after thirty years and having been through one World War already, on top of the fact that it is a Chauchat.]]&lt;br /&gt;
[[Image:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
[[File:BFV Chauchat (6).jpg|thumb|none|600px|Collapsing the Chauchat's bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Darne machine gun==&lt;br /&gt;
The [[Darne machine gun]] was added in the fourth week of the &amp;quot;Lightning Strikes&amp;quot; chapter as the &amp;quot;M1922 MG&amp;quot;, in the MMG category. It fires at 770 RPM (lower than the real weapon's 1200 RPM) and uses 150 round belts by default, but can be upgraded to either fire at 900 RPM or use 250 round belts.&lt;br /&gt;
[[File:Darne M1922.jpg|thumb|none|500px|Darne M1922 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV M1922 (1).jpg|thumb|none|600px|The M1922 MG in German hands.]]&lt;br /&gt;
[[File:BFV M1922 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV M1922 (3).jpg|thumb|none|600px|Pulling the charging handle when overheated or reloading.]]&lt;br /&gt;
[[File:BFV M1922 (4).jpg|thumb|none|600px|Removing the disintegrating belt after pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1922 (5).jpg|thumb|none|600px|Inserting a new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti-Saloranta LS/26==&lt;br /&gt;
The Finnish [[Lahti-Saloranta LS/26]] was added on the fifth week of the &amp;quot;Trial By Fire&amp;quot; chapter as an LMG for the Support class. Its 20-round capacity and 600 RPM rate of fire puts it in-between the KE7 and the FG42: faster than the former, but slower than (and with the same capacity as) the latter.&lt;br /&gt;
[[File:Ls26s.jpg|thumb|none|400px|Lahti-Saloranta LS/26 - 7.62x54mm R]]&lt;br /&gt;
[[File:BFV LS (1).jpg|thumb|none|600px|The LS/26 machine gun in the freezing Norwegian fjord surrounding Narvik.]]&lt;br /&gt;
[[File:BFV LS (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV LS (3).jpg|thumb|none|600px|Removing a 20-round magazine.]]&lt;br /&gt;
[[File:BFV LS (4).jpg|thumb|none|600px|Pulling the bolt after an empty reload.]]&lt;br /&gt;
[[File:BFV LS (5).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]'' for the Support class at Rank 10. Statistics wise, it is similar to the Bren Gun, but the Bren is more controllable. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed, 97-round pan magazine, AA sights, and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BFV Lewis6.jpg|thumb|none|600px|The Lewis Gun with the &amp;quot;Arras&amp;quot; skin and 97-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] will be added in Chapter 5.&lt;br /&gt;
[[Image:BAR1918.jpg|none|thumb|450px|M1918A2 Browning Automatic Rifle - .30-06. This is a late-war version with an added carry handle.]]&lt;br /&gt;
[[File:Bfv-e3bar.jpg|thumb|none|600px|The BAR in the EA Play preview for Chapter 5.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen machine gun==&lt;br /&gt;
A shortened version of the [[Madsen machine gun]] appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|400px|Portuguese Madsen machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bfv-madsen.jpg|thumb|none|600px|The Madsen in the Chapter 4 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is the first medium machine gun unlocked, at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and it can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one.  There is a separate overheating animation for the gun with the saddle drum, wherein the charging handle is used to &amp;quot;clear the heat&amp;quot;.  However, it will never play within the game itself as the &amp;quot;chrome lining&amp;quot; (slower overheat) spec is a pre-requisite for the drum mag specialization; &amp;quot;Chrome Lining&amp;quot; raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on the &amp;quot;Twisted Steel&amp;quot; map.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun unlocked at Support Rank 20, It fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
The icon for the MG42 depicts it with a belt drum equipped, but in-game it can only use fifty-round (or 250-round with the appropriate specialization) belts.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as the &amp;quot;Gold Plated&amp;quot; visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42. Other weapons also have it available as a muzzle option.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG42 (1).jpg|thumb|none|600px|The MG42 in game. The map is set during the Battle of Arras, so it is anachronistic by 2 years.]]&lt;br /&gt;
[[File:BFV MG42 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG42 (3).jpg|thumb|none|600px|Pulling the charging handle in an empty reload in a similar manner to the MG34.]]&lt;br /&gt;
[[File:BFV MG42 (4).jpg|thumb|none|600px|Loading a fresh belt of 7.92mm.]]&lt;br /&gt;
[[File:BFV MG42 (5).jpg|thumb|none|600px|Using a used brass casing to pull out a piping hot barrel.]]&lt;br /&gt;
[[File:BFV MG42 (6).jpg|thumb|none|600px|Installing a new, ice cold barrel.]]&lt;br /&gt;
[[File:BFV MG42 (7).jpg|thumb|none|600px|Closing the barrel assembly.]]&lt;br /&gt;
[[File:bfv-mg42muzzlegold.jpg|thumb|none|600px|The &amp;quot;Gold Plated&amp;quot; barrel modification for the MG42. Other barrel modifications also use the post-1943 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S2-200==&lt;br /&gt;
The Austrian/Swiss made [[Steyr-Solothurn S2-200]] was added in the first week of the &amp;quot;Defying the Odds&amp;quot; chapter as an MMG for the Support class, despite the real weapon being an LMG. Its 30-round capacity puts it beside the Bren Gun, and its 770 RPM puts it near the MG34 (or the M1922 at 900 RPM with a specialization), but its MMG categorization forces the user to deploy the bipod. It is also the only MMG that cannot overheat.&lt;br /&gt;
&lt;br /&gt;
The version modeled is actually the 31.M, used by Hungary, most notably differing by being chambered in 8x56mmR Steyr instead of 7.92x57mm Mauser. This makes the 30-round capacity incorrect, as it should only hold 25 rounds; it also should not share identical damage with the 7.92mm Mauser MGs, but does.&lt;br /&gt;
[[File:MG 30.jpg|thumb|none|400px|Steyr-Solothurn S2-200 / Hungarian 31.M - 8x56mmR Steyr]]&lt;br /&gt;
[[File:BFV MG30 (1).jpg|thumb|none|600px|The S2-200 in hand. Note that the magazine is significantly more curved than the original Swiss 7.92mm Mauser version.]]&lt;br /&gt;
[[File:BFV MG30 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG30 (3).jpg|thumb|none|600px|Removing the 30-round magazine and...]]&lt;br /&gt;
[[File:BFV MG30 (4).jpg|thumb|none|600px|...inserting a new one. Note the 31M marking on the gun.]]&lt;br /&gt;
[[File:BFV MG30 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) was added in the first week of the &amp;quot;Overture&amp;quot; chapter as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM, but can be upgraded to 981 RPM, or upgraded with a 100-round extended magazine. Unlike the reference image, the in-game weapon uses AA sights and can be equipped with the stock of the mounted version.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K with the &amp;quot;White Tiger&amp;quot; skin equipped.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading. Note that the bipod is missing, but still functions in-game. This was fixed in the &amp;quot;Lightning Strikes&amp;quot; update.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
[[File:Vickersk.jpg|thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:BFV Vickers K grip.jpg|thumb|none|600px|The Vickers K grip assembly as seen in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class as a spotting flare to locate enemies. Unlike in ''Battlefield 1'' where the spotting area of effect is the same regardless of surface-to-ground distance, the spotting AoE in BFV is now based on how high the Leuchtpistole is shot in the air.&lt;br /&gt;
&lt;br /&gt;
In the ''Firestorm'' game mode, the Leuchtpistole can be looted in five different variations, and are color-coded: red for artillery strikes, green for supply drops, blue for vehicle drops, yellow for a V1 flying bomb airstrike, and gray for spotting.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade Launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun) is a dedicated gadget called &amp;quot;Frag/Smoke Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using frag grenades and the latter using smoke grenades. The weapon functions differently from its counterpart in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|500px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the frag version. Note the gas check disk screwed onto the Mills bomb, a correct detail.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bazooka==&lt;br /&gt;
The [[M1A1 Bazooka]] appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 &amp;quot;Bazooka&amp;quot; - 2.36&amp;quot; rocket]]&lt;br /&gt;
[[File:BFV Bazooka trailer.jpg|thumb|600px|none|The M1 Bazooka in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single-player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] (Projectile, Infantry, Anti Tank) is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar, and because of this, it is more suited to close range attacks, reflecting its short-range effectiveness in real life.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades.&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[File:BFV Sturmpistole (1).jpg|thumb|none|600px|Equipping the Sturmpistole, first the character unfolds the stock...]]&lt;br /&gt;
[[File:BFV Sturmpistole (2).jpg|thumb|none|600px|...and flips up the unused front sight.]]&lt;br /&gt;
[[Image:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[Image:BFV-sturmpis2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] is seen lying in the company hangar. It is also to be added to multiplayer as a playable weapon.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
[[Image:BFV-Luftfaustmenu.jpg|thumb|600px|none|The Luftfaust in the crate on the left.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Einstossflammenwerfer 46==&lt;br /&gt;
The [[Einstossflammenwerfer 46]] is yet to be added to multiplayer.&lt;br /&gt;
[[Image:Einstossflammenwerfer461.jpg|thumb|none|350px|Einstossflammenwerfer 46]]&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single-player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from a [[M2 Flamethrower]]. Presumably, this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
[[File:BFV-Flammenwerfer.jpg|thumb|none|600px|Billy has succeeded in sneaking up to a Flametrooper and inspects the mess.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Like in BF1, grenades are thrown instantly when pressing the grenade key. For many of the images below, a glitch has been performed so that the player character appears to hold the grenade, which is normally not possible in gameplay.&lt;br /&gt;
&lt;br /&gt;
==Breda Mod. 35==&lt;br /&gt;
An Italian [[Breda Mod. 35]] grenade is seen hanging on the German &amp;quot;Baron von Zorn&amp;quot; uniform.&lt;br /&gt;
[[File:BredaGrenade.jpg|thumb|none|200px|Breda Mod. 35 grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The grenade under the STG-44, left.]]&lt;br /&gt;
[[File:BFV-Bredagrenade2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==Breda Mortar Bomb==&lt;br /&gt;
On the German &amp;quot;Veiled Threat&amp;quot; uniform can be seen several 45mm Breda &amp;quot;Red Devils&amp;quot; mortar bombs.&lt;br /&gt;
[[File:BFV-BredaMortargrenade.jpg|thumb|none|600px|The bombs on the chest.]]&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
[[Hafthohlladung Anti Tank Mine]]s can be found in a few campaign missions, appearing as the &amp;quot;Shaped Charge&amp;quot;. They behave similarly to the ''Limpet Mine'' explosive from ''Battlefield 1''. The HHL mine is not currently available in multiplayer.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|200px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:BFV Haftholladung (1).jpg|thumb|none|600px|The ''Hafthohlladung'' in the hands of Billy Bridger.]]&lt;br /&gt;
[[File:BFV Haftholladung (2).jpg|thumb|none|600px|Popping the safety cap up.]]&lt;br /&gt;
[[File:BFV Haftholladung (3).jpg|thumb|none|600px|The ''Hafthohlladung'' in the air.]]&lt;br /&gt;
[[File:BFV Haftholladung (4).jpg|thumb|none|600px|The ''Hafthohlladung'' in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Hawkins Grenade==&lt;br /&gt;
The Hawkins Grenade will be added to the game as a usable grenade.&lt;br /&gt;
&lt;br /&gt;
It also makes appearance on the &amp;quot;Highlander&amp;quot;, &amp;quot;Scottish Play&amp;quot; and &amp;quot;Robert the Bruise&amp;quot; outfits in multiplayer. It is shown to be secured with straps to the legs on these outfits which appears to be based on the famous photo of Eisenhower speaking with paratroopers of the 101st Airborne just prior the Normandy landings.&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire. The Frag Grenade Rifle also fires Mills Bombs with gas check plates.&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:Mills No 36 Rifle Grenade.JPG|thumb|none|200px|No. 36 Mk. I &amp;quot;Mills Bomb&amp;quot; with gas check attached for use as a rifle grenade.]]&lt;br /&gt;
[[File:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
[[Mk 2 hand grenade]]s appear on the &amp;quot;Scottish Play&amp;quot; and &amp;quot;Flim-Flam&amp;quot; outfits in multiplayer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:Bfv-mk2grenadeoutfit.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for both factions. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Union Jacked, Royal Motivations, AKA, and the Ratburner outfits.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
[[Image:Bfv-M18grenadeoutfit.jpg|thumb|600px|none|The Union Jacked outfit, with the M18 hanging in the right back side.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Germans.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade for the Support class. It can stick to any surface, but can be countered by Zimmerit paste when applied to German tanks.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to both factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==No. 80 Smoke Grenade==&lt;br /&gt;
An unusable No. 80 Smoke Grenade is mounted on the belt of the &amp;quot;Cool Hand Duke&amp;quot; uniform for the Allies.&lt;br /&gt;
[[Image:BFV No80.jpg|thumb|600px|none|The No. 80 Grenade on the belt in-game.]]&lt;br /&gt;
&lt;br /&gt;
==OTO Mod. 35==&lt;br /&gt;
An [[OTO Mod. 35]] grenade is also seen hanging on the &amp;quot;Baron von Zorn&amp;quot; uniform along with the Breda grenade.&lt;br /&gt;
[[Image:Italian Bomba a Mano Mod 35 OTO.jpg|thumb|none|150px|OTO Mod. 35 High-Explosive hand grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The lower-hanging  grenade.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;AP Mine&amp;quot;. It is a starting gadget for the Recon class, and can also be unlocked by the Medic and Support classes. As in real life, when triggered it bounces upwards and delivers high damage.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support classes, named the &amp;quot;AT Mine&amp;quot;. As the name implies, it can severely damage enemy tanks when driven through, but can be destroyed by gunfire or deactivated by the Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range, resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the game. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank. The Flakvierling's appearance in the base game is anachronistic by 4 years, as it was introduced in 1944.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing being towed.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
[[File:BFV-flak38_5.jpg|thumb|600px|none|Manning the Flakvierling from the inside of a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
German Stuka dive bombers can be equipped with 3.7 cm ''Bordkanonen''.&lt;br /&gt;
[[File:BFV-bk1.jpg|thumb|600px|none|A ''Bordkanone'' near a destroyed Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans. It can also be fitted in the Panzer IV at Rank 3 of its specialization tree, and is also mounted on top of a Sd.Kfz. 251 halftrack for the Germans as a Squad Reinforcement (9850 points), named &amp;quot;Pakwagen&amp;quot;.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
[[Image:BFV PAK-Panzer.jpg|thumb|600px|none|The &amp;quot;Pak 40 L/43&amp;quot; mounted on the turret of a Panzer IV as a specialization, which is actually the 7.5 cm KwK 40.]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (1).jpg|thumb|600px|none|The Pak 40 mounted on a Hanomag (Sd.Kfz. 251 Pakwagen).]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (2).jpg|thumb|600px|none|Manning the gun in the Hanomag.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 18==&lt;br /&gt;
Several 8.8 cm FlaK 18s can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[Image:BFV-flak2-0.jpg|thumb|600px|none|Left view of a FlaK 18 in the campaign.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|Right view. Note the single-piece barrel, which distinguishes it from a FlaK 36.]]&lt;br /&gt;
[[Image:BFV-flak2-1.jpg|thumb|600px|none|Close up of the gun cradle without the FlaK 37 pointer dials.]]&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm Mörser 16==&lt;br /&gt;
The German WWI 21cm Mörser 16 heavy howitzer came in with the second appearance of the Rush game mode in the fourth week of the &amp;quot;Defying the Odds&amp;quot; chapter. Unlike in the previous game, it can now be destroyed.&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;
[[Image:BFV-Mörser.jpg|thumb|600px|none|Mörser 16 in-game.]]&lt;br /&gt;
[[Image:BFV-Mörser2.jpg|thumb|600px|none|The destroyed howitzer in-game.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the Airborne, Frontlines, and Rush multiplayer modes. Defenders can fire them as quickly as they reload, and are most effective when enemies are spotted; without any spotted enemies, the shell will simply land somewhere in the playable area. Some objectives are radio stations instead, which can call in a strike from howitzers somewhere outside the map, and are functionally identical in terms of gameplay.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|400px|21 cm-Mörser 18 - 210 mm]]&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Mörser 18 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
[[File:BFV Bren Mounted (1).jpg|thumb|600px|none|Manning the Bren with a drum magazine. Note the sights have been changed.]]&lt;br /&gt;
[[File:BFV Bren Mounted (2).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFV Bofors.jpg|thumb|600px|none|The Bofors turret in the Valentine AA tank, which itself is supposed to represent the Crusader III, AA Mk I, but actually it is just the Crusader's turret on the game's Valentine chassis.]]&lt;br /&gt;
[[File:BFV-bofors2.jpg|thumb|600px|none|Manning the Bofors from the inside.]]&lt;br /&gt;
[[File:BFV-bofors3.jpg|thumb|600px|none|Ejecting a spent casing. This similarly animation is also seen in BF1 for the Garford-Putilov Armoured Car where the gunner throws the casing out of the tower.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II==&lt;br /&gt;
British planes like the Spitfire and the Mosquito are armed with [[Browning AN/M2|Browning .303 Mk II]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:BFV-Browning303.jpg|thumb|600px|none|Four Brownings mounted in the Mosquito's noise.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head on. Note the Calliope tank in the background.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
Spitfires can be upgraded with two [[Hispano-Suiza HS.404]].&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum 20x110mm]]&lt;br /&gt;
[[File:BFV_Hispano.jpg|thumb|none|600px|A Hispano mounted in the Spitfire's wing.]]&lt;br /&gt;
&lt;br /&gt;
==MG 151/20==&lt;br /&gt;
German Messerschmitt Bf 109 fighters are armed with [[MG 151 cannon|MG 151/20 cannon]]s. Other planes like the JU 88 can be upgraded with those as well.&lt;br /&gt;
[[File:mg15120.jpg|thumb|400px|none|Mauser MG 151/20, standard propeller dome armament for the Messerschmitt Bf 109 - 20x82mm.]]&lt;br /&gt;
&lt;br /&gt;
==MG17==&lt;br /&gt;
[[MG17 machine gun]]s are mounted on German planes.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|400px|MG17 machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-mg17.jpg|thumb|600px|none|An MG17 mounted on a Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==MG34 Panzerlauf==&lt;br /&gt;
The [[MG34|MG34 Panzerlauf]] variant, fitted with the saddle drum magazine, is mounted to various German vehicles and as a standalone stationary weapon, while the belt-fed MG34 Panzerlauf is mounted in the hull and coaxial mounts of German tanks. In the second January 2019 patch, the mounted MG34 stationary weapon previously only seen in the campaign was added to multiplayer, replacing the Vickers as the German constructible stationary MG.&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(1).jpg|thumb|600px|none|The MG34 mounted on the backseat of a Kubelwagen; the Panzerlauf (Armored Barrel) barrel can be seen here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(2).jpg|thumb|600px|none|Manning the mounted MG34.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(3).jpg|thumb|600px|none|Aiming. While the sights aren't properly aligned, the actual point of impact is also higher than the front sight, so this common video game issue actually makes a bit more sense here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(4).jpg|thumb|600px|none|The stationary MG34 added with the second January 2019 patch. This is the rear view.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(5).jpg|thumb|600px|none|The front view of the same weapon.]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[Image:BFV Oerlikon.jpg|thumb|none|600px|Three Oerlikon cannons mounted on a Valentine chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Allied counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun. It is also mounted on top of a T48 GMC halftrack as a Squad Reinforcement for the British at 9850 Requisition Points.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is the buildable stationary heavy MG for the British faction. It uses the same animations as ''Battlefield 1'''s Maxim, but its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British - .303 British]]&lt;br /&gt;
[[Image:Bfv-vickers1.jpg|thumb|600px|none|The front of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers2.jpg|thumb|600px|none|The rear of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers3.jpg|thumb|600px|none|Using the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers4.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bfv-mg42muzzlemint.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification for the MG42 uses the post-1940 Mark II blast deflector for the Vickers. Other muzzle modifications also use the blast deflector.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic customization options in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
[[Image:Bfv-stgmuzzlechrome.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the StG 44. Other muzzle modifications also use the Colt Monitor cutts compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti L-39==&lt;br /&gt;
The muzzle of the Finnish [[Lahti L-39]] anti-tank rifle is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Lahti_with_PKM_for_size.jpg|thumb|none|450px|Lahti L-39 with a [[PK Machine Gun]] for scale - 20x138mm B]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle1.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the Kar98k.]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle2.jpg|thumb|600px|none|The &amp;quot;Liberte&amp;quot; muzzle modification for the LS/26.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
An M9 flash hider (a late-war attachment for the [[M3 &amp;quot;Grease Gun&amp;quot;]]) is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[Image:Bfv-mp34muzzleghost.jpg|thumb|600px|none|The &amp;quot;Ghost&amp;quot; muzzle modification for the MP34; other muzzle options also use the M9 flash hider model, sometimes with different textures.]]&lt;br /&gt;
&lt;br /&gt;
==PTRD-41==&lt;br /&gt;
A muzzle from a [[PTRD-41]] is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|500px|PTRD-41 Anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Bfv-mg42muzzleblued.jpg|thumb|600px|none|The &amp;quot;Blued&amp;quot; barrel modification for the MG42. Other barrel modifications also use the PTRD-41 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==Reising M50==&lt;br /&gt;
The cutts compensator from a [[Reising Submachine Gun|Reising M50]] submachine gun is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Reising m50-1.jpg|thumb|none|500px|Reising M50 (full stock variant) - .45 ACP. Fitted with Cutts compensator and 20 round double stack magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as a visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
[[Image:Bfv-nightowlbarrel.jpg|thumb|600px|none|The &amp;quot;Night Owl&amp;quot; barrel modification. Other barrel modifications also use the Mk V barrel shroud and front sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenmintmuzzle.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification. Other muzzle modifications also use the Mk I muzzle.]]&lt;br /&gt;
[[Image:Bfv-stengoldstock.jpg|thumb|600px|none|The &amp;quot;Gold Plated&amp;quot; stock modification. Other stock modifications also use the Mk I stock.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I*==&lt;br /&gt;
The Sten Mk 1* stock is an available visual modification of the Sten's &amp;quot;stock&amp;quot; component.&lt;br /&gt;
[[Image:Sten MkI star.jpg|thumb|none|400px|Sten Mk I* - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenchromedstock.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; stock modification. Other stock modifications also use the Mk I* stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Judgment&amp;diff=1284930</id>
		<title>Judgment</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Judgment&amp;diff=1284930"/>
		<updated>2019-07-21T15:30:39Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Judgment&lt;br /&gt;
|picture = Judgment-573439.11.jpg&lt;br /&gt;
|caption = North American box art&lt;br /&gt;
|series= ''[[Yakuza (series)|Yakuza]]''&lt;br /&gt;
|developer= Ryu Ga Gotoku Studio&lt;br /&gt;
|publisher= SEGA &lt;br /&gt;
|date= December 2018 (JP)&amp;lt;br&amp;gt;June 2019 (WW)&lt;br /&gt;
|platforms= PS4&lt;br /&gt;
|genre= JRPG, Brawler, Investigation&lt;br /&gt;
}}&lt;br /&gt;
'''Judgment''' (JUDGE EYES：死神の遺言 Judge Eyes: Shinigami no Yuigon, lit. &amp;quot;Judge Eyes: Reaper's Testament&amp;quot;) is a videogame released in December 2018 in Japan and worldwide in June 2019. It features an ex-lawyer-turned-private-detective called Takayuki Yagami, who sets out to investigate a serial killer known only as &amp;quot;The Mole,&amp;quot; whose calling card is gouging his victims' eyes out. It is a spin-off of the ''[[Yakuza (series)|Yakuza]]'' franchise, set in the series' staple location of Kamurocho, based on Tokyo's red-light district Kabukicho.&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Colt 1911 type pistol==&lt;br /&gt;
A handgun based on the [[Colt 1911]] is seen rendered during the opening credits. For some reason, this gun has been remodelled from previous ''Yakuza'' games to make it look less realistic. It now has the cocking serrations at the ''front''; a recipe for burned fingers. &lt;br /&gt;
[[File:ParaOrdnanceLDA745.jpg|thumb|none|400px|Para Ordnance LDA 7.45 - .45 ACP]]&lt;br /&gt;
[[File:Judgmentcolt1911.jpg|thumb|none|600px|&amp;quot;Colt&amp;quot; rendering, with .45 ACP rounds also visible]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is a ubiquitous firearm of the Kamurocho criminal underworld. The developers have remodelled this version from previous ''Yakuza'' games so that it no longer has an extended barrel. Note that the safety is locked in the safe position at all times, even when the gun is firing.&lt;br /&gt;
[[File:Makarov pm.jpg|thumb|none|400px|Baikal IJ-70, a version of the Makarov in stainless finish - 9x18mm Makarov]]&lt;br /&gt;
[[File:Judgmenthimuraandotherguywithmakarov.jpg|thumb|none|600px|Hamura tries to get his subordinate to shoot Yagami]]&lt;br /&gt;
[[File:Judgmentdudewithmakarov.jpg|thumb|none|600px|A robber holds a Makarov on an oblivious Masaharu Kaito]]&lt;br /&gt;
[[File:Jhamurathreatenshigashi.jpg|thumb|none|600px|Matsugane family captain Kyohei Hamura threatens Toru Higashi with a Makarov]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Model 60==&lt;br /&gt;
Police officers in the game have [[Nambu Model 60|this weapon]] holstered in waist holsters. Although very little of the weapon is visible, the fact that they are Model 60s can be deduced from the distinctive ring that is attached to the butt of the weapon, as well as context.&lt;br /&gt;
[[File:Nambu60 snub.jpg|thumb|none|400px|Nambu Model 60 Snub-nose - .38 special]]&lt;br /&gt;
[[File:Jpoliceofficernambu.jpg|thumb|none|600px|A member of Tokyo's finest inspects the body of Genda Law Office's &amp;quot;Ace Attorney&amp;quot; Masamichi Shintani. The butt of his Nambu, including the distinctive ring, is just about visible here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10==&lt;br /&gt;
Matsugane family member Toru Higashi uses a snub-nose [[Smith &amp;amp; Wesson Model 10]] to threaten Yagami hand his friend Masaharu Kaito in the Charles gaming arcade. Yagami then wrestles the gun off him and fires off all six shots into the ceiling. The shape of the trigger guard, cylinder proportions, and lack of adjustable rear sight all point to this being a Model 10. The cylinder release lever has however been reshaped, almost giving it the look of those found on Colt revolvers. It also has an enclosed ejector rod, which is not present on the Model 10. &lt;br /&gt;
[[File:S&amp;amp;WModel10Snub.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 10 snub-nose - .38 Special]]&lt;br /&gt;
[[File:M102.5.jpg|thumb|none|400px|FBI-Issue 2.5&amp;quot; Model 10. This particular version features a handgrip extension, which can also be seen on the game model]]&lt;br /&gt;
[[File:Jhigashiwithrevolver.jpg|thumb|none|600px|Higashi, having ditched his Salaryman look after his altercation with Hamura the year before, threatens Kaito with the S&amp;amp;W]]&lt;br /&gt;
[[File:Jyagamiwithrevolver.jpg|thumb|none|600px|Yagami unloads the revolver, preferring a more &amp;quot;hands-on&amp;quot; approach]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==M26 Grenade==&lt;br /&gt;
There is an arcade game in-game called &amp;quot;Kamuro of the Dead.&amp;quot; As well as its setting and general mechanics, the grenade icons in this game are taken from ''[[Yakuza: Dead Souls]]''. Specifically, they are the &amp;quot;Heavy Grenades,&amp;quot; which are based on the [[M26 hand grenade]].&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High Explosive Fragmentation Grenade]]&lt;br /&gt;
[[File:Judgmentkotdgrenade.jpg|thumb|none|600px|Screenshot from &amp;quot;Kamuro of the Dead,&amp;quot; with M26 grenade icons (left)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]][[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1283469</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1283469"/>
		<updated>2019-07-13T14:57:08Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Self-Loading Rifles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=Battlefield V Cover Art.jpg&lt;br /&gt;
|caption=''Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the third entry to be set chiefly in World War 2 (the first since ''[[Battlefield: 1943]]'').&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;
Like in previous Battlefield games, players can select one from four classes (Assault, Medic, Support and Recon). The Assault class wields select-fire and faster semi-automatic rifles, the Medic class uses submachine guns and bolt-action carbines, the Support class uses machine guns and shotguns, and the Recon class uses bolt-action and slower semi-automatic rifles (the latter are referred to as &amp;quot;self-loading rifles&amp;quot;), as well as pistol carbines and anti-materiel rifles. These four classes are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can use the &amp;quot;Engineer&amp;quot; combat role, with increased fortification-building capabilities).&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, replaced with an upgrade tree. Weapon finishes are now split into multiple parts, and can change the physical appearance of the weapon as well as its finish.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, an M1911 is used by the machine gunner in the final scene of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story. Like in ''Battlefield 1'', the hammer never moves and stays in the cocked position.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as in ''Battlefield 1'', other than that the player character actually catches the spent mag on a non-empty reload instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is the last sidearm unlocked, at rank 19 of any class. It serves as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). While it starts out with a sensible four rounds in reserve, resupplying brings it up to fifty - somewhat reasonable if not for the fact that the reload animation shows the new round being taken from the grip compartment, which is obviously too small to fit fifty rounds.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from ''Battlefield 1''. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908. Like in ''Battlefield 1'', it does not lock back on the last shot, instead repeating the standard firing animation with the toggle assembly going forward, with the toggle assembly then magically locking back, despite the fact that all other pistols had this error fixed. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. The reload animations for the Luger are reused from ''Battlefield 1''. Note the lack of trigger discipline, an accurate detail considering that the technique was not used during World War II.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Luger Carbine===&lt;br /&gt;
A rare [[Luger|Luger Carbine]] with a ''Trommelmagazin 08'' snail drum magazine was added in the seventh week of the &amp;quot;Trial By Fire&amp;quot; chapter as a primary weapon for the Recon class, under the category &amp;quot;Pistol Carbine&amp;quot;. It is also distinguished by the P08's absence of a grip safety, a feature of modern-produced Luger carbines. To balance the high capacity, the reload animation is slower than in BF1. It can somewhat bizarrely fit short-range scopes; to accomplish this without preventing the weapon's short-recoil mechanism from working, these are attached to the side of the handguard instead of the barrel, removing the original rear sight in the process.&lt;br /&gt;
[[File:Luger carbine.jpg|thumb|none|450px|Rare Model 1900/1902 Luger carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; with 32-round ''Trommelmagazin 08'' snail drum magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BFV P08 Car (1).jpg|thumb|600px|none|The Luger P08 Pistol Carbine in idle.]]&lt;br /&gt;
[[File:BFV P08 Car (2).jpg|thumb|600px|none|Aiming down the sights - a bit cropped open, but not nearly as much so as the pistol variant. Note that when aiming, the character's left hand moves up and grips the forend. This also occurs when sprinting with the Luger carbine.]]&lt;br /&gt;
[[File:BFV P08 Car (3).jpg|thumb|600px|none|Removing a magazine during a non-empty reload.]]&lt;br /&gt;
[[File:BFV P08 Car (4).jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:BFV P08 Car (5).jpg|thumb|600px|none|When empty, the magazine release is pressed...]]&lt;br /&gt;
[[File:BFV P08 Car (6).jpg|thumb|600px|none|..then a new magazine is inserted from the right. Note that the left thumb in this animation will actually clip through some of the alternate sight options.]]&lt;br /&gt;
[[File:BFV P08 Car (7).jpg|thumb|600px|none|Pulling the toggle lock mechanism to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Carbine==&lt;br /&gt;
The carbine [[Mauser C96]] will return from ''Battlefield 1'', as shown in dog tags.&lt;br /&gt;
[[File:C96 Carbine.jpg|thumb|500px|none|Mauser C96 Carbine  - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Mauser C96 20 Round.jpg|thumb|none|400px|Mauser C96 (early model) with 20-round fixed magazine]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game, unlocked at Rank 1 of any class. It fires at 449 RPM, the fastest of all sidearms, but is hampered by a lower damage output. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round. Note the trigger discipline, unlike with the Luger P08 the character this time decides to anachronistically employ modern safety techniques.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1'', again as the &amp;quot;Repetierpistole M1912&amp;quot;. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away, explaining how they're kept. Unlike the M1911 (and like the P38 and Mk VI), the hammer actually moves, though gameplay requirements mean that it does this ''after'' a shot has been fired.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole M1912&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm. The game correctly portrays the P38 ejecting its casings to the left.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] returns from ''Battlefield 1'' as the &amp;quot;Mk VI Revolver&amp;quot;. It is unlocked at Rank 15 of any class and has the highest damage output of any sidearm.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Mk VI, note that it is held much further out than in Battlefield 1.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Opening up the cylinder. As with the last game, it correctly shows which rounds have been fired; in this case, all were expended.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod==&lt;br /&gt;
The [[Welrod Pistol]] appears in the Chapter 4 trailer. It appears to be a hybrid of both models, having the front sight near the muzzle like the Mark II, but having a trigger guard like the Mark I.&lt;br /&gt;
[[Image:HPIM0965.jpg|thumb|none|400px|Welrod pistol Mark II - .32 ACP.]]&lt;br /&gt;
[[Image:Welrod.jpg|thumb|none|400px|Welrod pistol Mark I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-welrod.jpg|thumb|600px|none|The Welrod in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in the twelfth week of the Trial By Fire chapter as the &amp;quot;MAB 38&amp;quot;. It comes with 20-round magazines as default, but can be upgraded to use 30-round magazines with a specialization.&lt;br /&gt;
&lt;br /&gt;
The MAB 38 introduces a new weapon detail to the series, with the bolt actually staying dropped forward when the gun is entirely out of ammo, which persists even when switching through other weapons/gadgets (unlike other weapons). The system is slightly buggy when the weapon ''does'' have ammo left however, as the MAB 38's bolt sometimes appears closed when it shouldn't be. This happens when switching from certain gadgets (SMLE launcher, build tool, throwing a grenade), but the issue can be fixed by switching to other items (sidearm, medkit) or by performing an empty reload.&lt;br /&gt;
[[Image:Beretta Model 38A.jpg|thumb|none|450px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:BFV MAB 38 (1).jpg|thumb|none|600px|Standing near a Luftwaffe glider with the Model 38A.]]&lt;br /&gt;
[[File:BFV MAB 38 (2).jpg|thumb|none|600px|View down the iron sights of the SMG.]]&lt;br /&gt;
[[File:BFV MAB 38 (3).jpg|thumb|none|600px|Reloading a 20-rounder magazine.]]&lt;br /&gt;
[[File:BFV MAB 38 (4).jpg|thumb|none|600px|Pulling the bolt back open.]]&lt;br /&gt;
&lt;br /&gt;
==BSA Welgun==&lt;br /&gt;
The BSA Welgun, a crude SMG developed by the British Special Operations Executive, is yet to be added in multiplayer. So far, only dog tags confirm its existence in the game.&lt;br /&gt;
[[File:Welgun.jpg|thumb|none|400px|Birmingham Small Arms Welgun - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The [[Erma EMP]] is unlocked at rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be visually modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. Note the mounted 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile. In-game, however, it is an available sight for several weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is unlocked at rank 10 of the Medic class. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines from the Lanchester and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Holding the MP28. The underhanded grip of the magazine well is certainly unorthodox, but at least better than gripping the magazine itself.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine from the British Lanchester.]]&lt;br /&gt;
&lt;br /&gt;
==Lanchester Mk.I==&lt;br /&gt;
The British copy of the [[Haenel-Schmeisser MP28/II]], the [[Lanchester Mk.I]], is yet to be added to multiplayer. Only dog tags confirm its appearance in game. Files indicate that the Lanchester fires at 600 RPM and is the direct opposite of the MP28, as the Lanchester favors aiming down sights unlike the MP28.&lt;br /&gt;
[[File:Lanchester early model.jpg|thumb|none|400px|Lanchester Mk.I - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 6 of the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten. Some of the barrel cosmetic options remove the resting plate under the barrel, a feature of the [[MP41]].&lt;br /&gt;
&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|Holding the MP40.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The player character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is unlocked at rank 20 of the Medic class. By default it has a 20-round magazine, but can be upgraded with a 50-round drum magazine. An M1928A1 with a 30-round drum magazine (identical to the multiplayer's 50-round drum) is the starting weapon for Billy Bridger in the &amp;quot;Under No Flag&amp;quot; War Story (though he uses a Sten in cutscenes), and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags. It was originally inaccurately portrayed as full-auto only, but a semi-auto mode was added in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
The cutts compensator of the M1928A1 Thompson is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Submachine gun M1928 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 20-round magazine and without Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (1).jpg|thumb|600px|none|The M1928A1 Thompson with a 20-round magazine held by a British soldier...]]&lt;br /&gt;
[[File:BFV M1928 (2).jpg|thumb|600px|none|...and another one with the 50-round drum magazine. Note that the position in which the weapon is held has changed compared to the previous shot, possibly to represent the increase in weight.]]&lt;br /&gt;
[[File:BFV M1928 (3).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1928 (4).jpg|thumb|600px|none|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV M1928 (5).jpg|thumb|600px|none|...then inserting a fresh 20-round magazine. Note the Cutts compensator; by default the M1928A1 does not have one, but all the muzzle visual customization options give it one.]]&lt;br /&gt;
[[File:BFV M1928 (6).jpg|thumb|600px|none|Removing the drum magazine to the right...]]&lt;br /&gt;
[[File:BFV M1928 (7).jpg|thumb|600px|none|...and inserting a fresh drum to the left.]]&lt;br /&gt;
[[Image:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (8).jpg|thumb|none|600px|The &amp;quot;Sandstorm&amp;quot;, &amp;quot;Patches&amp;quot;, and &amp;quot;Countryside&amp;quot; sight customization options give the M1928A1 an M1-style simplified rear sight.]]&lt;br /&gt;
[[File:BFV M1928 (9).jpg|thumb|none|600px|Looking down the M1-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Patchett Machine Carbine==&lt;br /&gt;
The predecessor to the [[Sterling]], the Patchett Mk I, is yet to be added to multiplayer, and is only confirmed in three dog tags. &lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|400px|Patchett Machine Carbine Mk 1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0; in an extreme rarity for video games and media in general, its name is in all-caps, as it is an acronym. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced. The integrally-suppressed [[Sten Mk II(S)|Mk II(S)]] variant appears in the Tirailleur campaign.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the Sten.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
[[Image:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk II(S) - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (1).jpg|thumb|none|600px|A suppressed Sten in Deme's hands. It can fire in full auto, which is impractical due to overheating, as integrally suppressed Stens are meant to be fired in short bursts or semi auto.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (2).jpg|thumb|none|600px|View of the suppressor.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (3).jpg|thumb|none|600px|The suppressed Sten in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine. The Suomi has the highest rate of fire for the SMGs, with 770 RPM (981 RPM when specialized).&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into the KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] was added to multiplayer in the first week of the &amp;quot;Lightning Strikes&amp;quot; chapter, as an SMG for the Medic class. By default, it has a 30-round box magazine and fires at 514 RPM, but can be upgraded to have a larger 40-round box magazine, or a faster rate-of-fire of 720 RPM.&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm. This is the base version with folding bipod and detachable barrel.]]&lt;br /&gt;
[[File:Bfv-zk383promo.jpg|thumb|none|600px|A promotional image for the &amp;quot;Lightning Strikes&amp;quot; chapter, showing a German soldier holding a ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-2.jpg|thumb|none|600px|The ZK-383 from the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV-ZK383-Idle.jpg|thumb|none|600px|Holding the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV-ZK383-Reload.jpg|thumb|none|600px|Reloading the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Charginghandle.jpg|thumb|none|600px|Pulling back the charging handle.]]&lt;br /&gt;
[[File:BFV-ZK383-Bipod.jpg|thumb|none|600px|The ZK-383 with its bipod deployed.]]&lt;br /&gt;
[[File:BFV-ZK383-Extendedmag.jpg|thumb|none|600px|The ZK-383 with a 40 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'' with the same &amp;quot;12g Automatic&amp;quot; name, now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
[[File:BFV Auto-5 (5).jpg|thumb|none|600px|The Browning A-5 with a ribbed barrel and extended magazine tube in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a Support class primary weapon, unlocked at Rank 13. It is the fastest of all currently available shotguns at 200 RPM (225 with the Trigger Job specialization). In real life the left barrel was used to fire slugs, but in the game both barrels fire buckshot. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle, dealing similar damage figures to the Recon's bolt-action rifles.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] shotgun. The shotgun is currently not present in BFV.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free from December 19, 2018 to January 3, 2019. As in BF1, it cannot be chamberloaded and only holds 5 rounds instead of 5+1. It is the slowest firing shotgun in the game at 100 RPM, much slower than it was in the previous game, and also cannot be slamfired (again unlike its appearance in ''BF1''). However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
A bayonet can be equipped at rank 4.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
[[File:BFV M1897 (4).jpg|thumb|none|600px|Firing a bayonet-equipped Winchester 1897.]]&lt;br /&gt;
[[File:BFV M1897 (5).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:BFV M1897 (6).jpg|thumb|none|600px|The pumping animation as seen in the from-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Self-Loading Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exception in this category is the AG-42 Ljungman, whose charging mechanism prohibits the use of receiver-mounted scopes.&lt;br /&gt;
&lt;br /&gt;
Semi-automatic rifles issued to the Assault class appear under the “Semi-Auto Rifle” designation while semi-automatic rifles issued to the Recon class are labeled as “Self-Loading Rifles.” While ultimately just two different terms for the same type of rifle, the former name differentiates the Assault's rifles from its ''full-auto'' rifles, while the latter name differentiates the Recon's rifles from its ''manually-operated'' rifles.&lt;br /&gt;
&lt;br /&gt;
==Ag m/42==&lt;br /&gt;
The [[AG-42 Ljungman|Ag m/42]] was added as an Assault self-loading rifle with the fourth week of the &amp;quot;Overture&amp;quot; chapter. It fires at 450 RPM and deals the same damage as the M1A1 Carbine, and like the Gewehr 43, it can be upgraded to accept detachable magazines. The animation for non-empty reloading without detachable magazines accurately shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|500px|Automatgevär m/42 with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==Breda M1935 PG==&lt;br /&gt;
The [[Breda M1935 PG]] appears in the Close Quarters promotional art. It is unknown if the Breda will be exclusive to the Close-Quarters maps or will be used in the base multiplayer.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda M1935 PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:BFV Breda promotional.jpg|thumb|600px|none|The Breda M1935 PG in the hands of the Red Devil, the British para in the middle. Note the 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The second pattern [[FG 42]] is categorized as an LMG and used by the Support class at Rank 16. It has the lowest capacity of all LMGs in the base game, and has the highest vertical recoil kick. It can also mount a bayonet, though the bayonet is not shown in the stowed position when not equipped.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 1st pattern FG 42, is used to mount various sights to different weapons. The stock of the 1st version is also available as a cosmetic option. The FG 42 muzzle is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV FG42 (1).jpg|thumb|600px|none|FG 42 in hand. On this level, the second pattern model is anachronistic by about 2 years.]]&lt;br /&gt;
[[File:BFV FG42 (2).jpg|thumb|600px|none|Aiming down the sights. Although difficult to see, the sights are set for 500 meters. This is not reflected in gameplay.]]&lt;br /&gt;
[[File:BFV FG42 (3).jpg|thumb|600px|none|Removing a 20-round magazine...]]&lt;br /&gt;
[[File:BFV FG42 (4).jpg|thumb|600px|none|...and loading a new one.]]&lt;br /&gt;
[[File:BFV FG42 (5).jpg|thumb|600px|none|Pulling the open bolt charging handle.]]&lt;br /&gt;
[[File:FG42.jpg|thumb|none|500px|‎FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom)]]&lt;br /&gt;
[[File:BFV FG42 (6).jpg|thumb|600px|none|The ZF4 scope mounted on the FG 42. Note that this uses the earlier model's scope mount.]]&lt;br /&gt;
[[File:BFV FG42 (7).jpg|thumb|600px|none|The Mark III Free Mounted Gun Reflector Sight mounted on the FG 42. In reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is a self-loading rifle available in the game, unlocked by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot;, which is set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note that the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold an additional round in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
The select fire variant fires at 670 RPM, and is statistically identical to the Sturmgewehr 44, while its semi-automatic variant fires at 360 RPM, and has the highest capacity of all semi-automatic rifles in the base game.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps are all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|The left hand is used to rechamber this variant.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The Polish [[Kbsp wz. 38M]] was added in the third week of the &amp;quot;Defying the Odds&amp;quot; chapter as a semi-auto rifle for the Assault class, called the &amp;quot;Karabin 1938M&amp;quot; (&amp;quot;Karabin&amp;quot; being Polish for &amp;quot;carbine&amp;quot;, and what the &amp;quot;Kb&amp;quot; in &amp;quot;Kbsp&amp;quot; stands for). Unlike the other stripper-clip fed semi-auto rifles in the Assault class that allow detachable magazines via specialization, the Kbsp's magazine is fixed, and cannot be removed through any in-game means. It fires at 300 RPM, 60 RPM slower than the Gewehr 43, and has two chambering animations: one for empty reloads that uses the trigger to close the bolt akin to the ZH-29, and one for tactical reloads that uses the charging handle.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|500px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Karabin (1).jpg|thumb|none|600px|The Kbsp in German hands in North Africa, likely a war trophy from 1939's prelude.]]&lt;br /&gt;
[[File:BFV Karabin (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Karabin (3).jpg|thumb|none|600px|A ''very'' close-up look on the use of the hand to block ejecting bullets in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (4).jpg|thumb|none|600px|Reloading individual 8mm Mauser rounds.]]&lt;br /&gt;
[[File:BFV Karabin (5).jpg|thumb|none|600px|Using the charging handle to chamber a round in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (6).jpg|thumb|none|600px|Inserting a 5-round clip.]]&lt;br /&gt;
[[File:BFV Karabin (7).jpg|thumb|none|600px|Using the trigger to chamber a round in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle]] returns from ''Battlefield 1'' as a Recon primary, added with the third week of the &amp;quot;Overture&amp;quot; chapter. It is again named the &amp;quot;Selbstlader 1906&amp;quot;, and fires at a slower 164 RPM, which is 135 RPM (58%) slower than in BF1, but the BFV version can kill in one less bullet than BF1's incarnation. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. Unlike its appearance in ''Battlefield 1'' (and unlike its pistol counterpart in both games) the toggle assembly correctly locks back on the final shot.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger rifle in-game.]]&lt;br /&gt;
[[Image:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[Image:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[Image:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the player character removes the stripper clip before doing this.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class, unlocked at Rank 5. It is the fastest of all semi-auto rifles at 450 RPM (tied with the Ljungman), and thirty-round magazines can be unlocked for the Carbine as an upgrade tree option. Unlike the M1A1 Carbine in [[Battlefield Hardline]], the stock is always unfolded and is now modeled to face the correct side. It also mounts the conical flash hider by default, which was an actual attachment in ''Hardline.''&lt;br /&gt;
&lt;br /&gt;
Some soldiers in promotional art for the game wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading a 30-round magazine.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (6).jpg|thumb|none|600px|A customized M1A1 with an &amp;quot;Urban Blue&amp;quot; handguard and &amp;quot;Mint&amp;quot; iron sights. The &amp;quot;Urban Blue&amp;quot; handguard, along with the &amp;quot;Blued&amp;quot; one, gives it a perforated metal heatshield. The &amp;quot;Urban Blue&amp;quot;, &amp;quot;Mint&amp;quot;, and &amp;quot;Gold Plated&amp;quot; iron sights give it an earlier-pattern rear sight.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (7).jpg|thumb|none|600px|Aiming down the earlier-pattern rear sight.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] will be added in Chapter 5.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Bfv-m1garand.jpg|thumb|none|600px|The Garand about to hit a Japanese soldier in the Chapter 4 trailer's teaser for Chapter 5.]]&lt;br /&gt;
[[File:Bfv-e3garand.jpg|thumb|none|600px|The Garand in the EA Play preview for Chapter 5.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
An [[M2 Carbine]] with a metal heatshield appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 carbine]]&lt;br /&gt;
[[File:Bfv-m2carbine.jpg|thumb|none|600px|The M2 in the Chapter 4 trailer. Being only seen for a second or two, the carbine here is rather evidently unfinished; the spent casings are apparently coming out of the air to the left of the receiver instead of the ejection port, and a close look at the stock reveals that the player character is holding it as though it has a pistol grip (which it doesn't), showing that it's using the M1A1's animations as a placeholder.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-44==&lt;br /&gt;
The [[MAS-44]] was added as an Assault class semi-automatic rifle in the second week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 360 RPM, and can either be loaded with loose rounds and clips, or upgraded to use detachable magazines. Statistics-wise, it is similar to the Turner SMLE.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|500px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:BFV-MAS44-1.jpg|thumb|none|600px|The MAS-44 in the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV MAS44 (1).jpg|thumb|none|600px|The MAS-44 in British hands.]]&lt;br /&gt;
[[File:BFV MAS44 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV MAS44 (3).jpg|thumb|none|600px|Loading individual 7.5x54 French rounds.]]&lt;br /&gt;
[[File:BFV MAS44 (4).jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BFV MAS44 (5).jpg|thumb|none|600px|Pulling back the iconic plastic charging handle.]]&lt;br /&gt;
[[File:BFV MAS44 (6).jpg|thumb|none|600px|Reloading the MAS's box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'', unlocked at Assault rank 16. It is the slowest Assault self-loading rifle at 225 RPM.&lt;br /&gt;
&lt;br /&gt;
All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1. When a scope is equipped, it blocks the stripper clip guide. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free from December 17, 2018 to January 3, 2019.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM (10 RPM slower than BF1), it is the most accurate of them all because of its bipod.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|The Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[R.S.C. Mle 1917]] semi-automatic Rifle returns from ''Battlefield 1'', available at Recon Rank 16. Its damage figures are identical from its BF1 predecessor, both capable of two-shot kills, but the BFV counterpart is 26 RPM faster than BF1.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV RSC (1).jpg|thumb|600px|none|The R.S.C. in the game.]]&lt;br /&gt;
[[File:BFV RSC (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV RSC (3).jpg|thumb|600px|none|Popping the magazine cover open.]]&lt;br /&gt;
[[File:BFV RSC (4).jpg|thumb|600px|none|Topping up with a 5-round enbloc clip.]]&lt;br /&gt;
[[File:BFV RSC (5).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is available for the Assault class at Rank 13. It fires at 600 RPM.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is anachronistically featured in the chapters &amp;quot;Under No Flag&amp;quot;, set in 1942, and &amp;quot;Nordlys&amp;quot;, set in 1943.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mint&amp;quot; and &amp;quot;Gold Plated&amp;quot; iron sight customization options give it the barrel assembly of the MKb 42(H); this does not change the weapon animations in any way and it remains closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The recoil spring is also wrongly rendered in line with the piston which is incorrect as original StG have their recoil spring below in line with the bolt.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:BFV STG44 (1).jpg|thumb|600px|none|The Sturmgewehr 44 in hand. For this North African map, it is anachronistic by about 3 years.]]&lt;br /&gt;
[[File:BFV STG44 (2).jpg|thumb|600px|none|Aiming down the sights. Due to gameplay purposes, the rear sight is too wide.]]&lt;br /&gt;
[[File:BFV STG44 (3).jpg|thumb|600px|none|About to remove the magazine using the mag release.]]&lt;br /&gt;
[[File:BFV STG44 (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV STG-stock.jpg|thumb|none|600px|The &amp;quot;Night Owl&amp;quot; stock option for the StG 44 removes the stock completely and replaces it with a folding stock. While post-war folding stocks (such as the one found on the Sport Systeme Dittrich BD 44) for the StG exist in reality, ones that do not make the weapon inoperable do not, as the stock contains the recoil spring.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV STG-MKb.jpg|thumb|none|600px|Reloading a StG-44 in the beta, with a customization option giving it a MKb barrel assembly. This precise customization option is currently not available in the released game.]]&lt;br /&gt;
[[File:BFV STG-MKb (1).jpg|thumb|none|600px|Crouching with a StG 44 with a MKb barrel assembly, which also has the aforementioned Systeme Dittrich BD 44 underfolding stock.]]&lt;br /&gt;
[[File:BFV STG-MKb (2).jpg|thumb|none|600px|Aiming down the MKb 42(H)-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon, unlocked at Rank 10. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the use of detachable magazines or a twenty round fixed &amp;quot;trench&amp;quot; magazine that is the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historic rate of 770 RPM, which is balanced with lower lethality than its ''BF1'' counterpart (25 max - 17 min damage, compared to 42 - 23, which translates to requiring at least one or two more shots to kill than in ''BF1''), and prior to the ''Lightning Strikes'' update, a smaller 15-round magazine as default, with 20-round magazines locked behind a specialization in the spec tree.  The latter is no longer true as the 20-round magazine has been made the default and only magazine available for the weapon, which conveniently fixes the (now former) issue of the 15-round magazine using the visual model of a 10-rounder.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle at the time.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is unlocked for the Recon class at rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Bolt-Action Rifles/Carbines=&lt;br /&gt;
Three kinds of bolt-action rifles are available in the game. &amp;quot;Bolt-Action Rifles&amp;quot; are slow-firing rifles available to the Recon class, effective at medium to long range sniping, &amp;quot;Anti-Materiel Rifles&amp;quot;, also available to the Recon class, can damage vehicles, but require being in the prone position to fire, similar to the T-Gewehr in BF1, and &amp;quot;Bolt-Action Carbines&amp;quot;, available to the Medic class, have faster fire rates than the other types, but can only fit scopes up to 3x magnification.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 99==&lt;br /&gt;
An [[Arisaka Type 99]] short rifle with a bent bolt handle is seen in the Chapter 4 trailer. &lt;br /&gt;
[[file:99aris.jpg|thumb|none|500px|Arisaka Type 99 short rifle with monopod - 7.7x58mm]]&lt;br /&gt;
[[File:Bfv-arisaka.jpg|thumb|none|600px|The Arisaka being held by a Japanese soldier. The bent bolt handle is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==Boys MKI Anti-Tank Rifle==&lt;br /&gt;
The [[Boys anti-tank rifle]] was added in the ninth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Recon class. It is by far the most powerful primary weapon in the game, capable of one-shot kills to the torso up to 100 meters away and minor damage to vehicles (the Armor Piercing Composite Rigid projectiles specialization can improve this somewhat), but is incredibly slow to fire at 22 RPM (26 with the Machined Bolt specialization) and requires the bipod to be deployed to aim down sights.&lt;br /&gt;
[[File:BoysMkIATRifle.jpg|thumb|none|500px|Boys MKI Anti-Tank Rifle - .55 Boys (13.9x99mmB)]]&lt;br /&gt;
[[File:BFV Boys (1).jpg|thumb|none|600px|The deploy animation of the Boys depicts the pulling of the cocking handle, ready to fire.]]&lt;br /&gt;
[[File:BFV Boys (2).jpg|thumb|none|600px|Idle position.]]&lt;br /&gt;
[[File:BFV Boys (3).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. They are set for 300 yards.]]&lt;br /&gt;
[[File:BFV Boys (4).jpg|thumb|none|600px|Slowly cycling the bolt at 22 or 26 RPM.]]&lt;br /&gt;
[[File:BFV Boys (5).jpg|thumb|none|600px|Removing the magazine...]]&lt;br /&gt;
[[File:BFV Boys (6).jpg|thumb|none|600px|...and inserting a new one, while the barrel does its level best to create perspective illusions with the river. It's long, but not ''that'' long.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91 TS Carbine with attached Tromboncino M28==&lt;br /&gt;
A [[Carcano M91 TS]] Carbine with an attached [[Tromboncino M28]] grenade launcher (named &amp;quot;M28 con Tromboncino&amp;quot;) was added in the sixth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Medic class. Unlike its ''Battlefield 1'' predecessor, the M91 TS fires at a rate of 93 RPM (20 RPM faster than BF1's), and does less damage (only being capable of a two-shot kill). The grenades can deal damage to vehicles, mimicking the High Explosive Grenade Rifle from BF1.&lt;br /&gt;
[[File:Tromboncino.jpg|thumb|none|500px|Carcano M91 TS Carbine with Tromboncino Modello 28 grenade launcher - 6.5x52mm Carcano; 38.5mm grenade]]&lt;br /&gt;
[[File:Bfv-m28-idle.jpg|thumb|none|600px|Holding the &amp;quot;M28 con Tromboncino&amp;quot;.]]&lt;br /&gt;
[[File:Bfv-m28-ads.jpg|thumb|none|600px|Aiming down the sights of the rifle.]]&lt;br /&gt;
[[File:Bfv-m28-cycling.jpg|thumb|none|600px|Working the bolt of the Carcano.]]&lt;br /&gt;
[[File:Bfv-m28-clip.jpg|thumb|none|600px|Removing a semi-full en-bloc clip using a button. Like in ''Battlefield 1'' (and the M95/30 and the Webley Mk VI in BFV), the game tracks the number of bullets remaining before the tactical reload.]]&lt;br /&gt;
[[File:Bfv-m28-reload.jpg|thumb|none|600px|Inserting a new en-bloc clip.]]&lt;br /&gt;
[[File:Bfv-m28-boltswap.jpg|thumb|none|600px|Swapping the bolt from the carbine to the launcher.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeidle.jpg|thumb|none|600px|The grenade launcher with bolt inserted, ready to fire.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeads.jpg|thumb|none|600px|Aiming down the sights with the grenade launcher functional.]]&lt;br /&gt;
[[File:Bfv-m28-newgrenade.jpg|thumb|none|600px|Inserting a new grenade.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. Originally it was exclusive to the singleplayer campaign's stealth sections, but was added to multiplayer for the Medic class in the fourth week of the &amp;quot;Trial by Fire&amp;quot; chapter. In the singleplayer campaign, it is incorrectly depicted as having a magazine capacity of 6+1; the multiplayer corrects this to the proper 7+1. The multiplayer De Lisle also has a much faster fire rate than the singleplayer version at 93 RPM (109 with the &amp;quot;Machined Bolt&amp;quot; specialization), making it the fastest bolt-action weapon in the game.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:BFV Delisle (1).jpg|thumb|600px|none|The De Lisle Carbine in the hands of Solveig.]]&lt;br /&gt;
[[File:BFV Delisle (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Delisle (3).jpg|thumb|600px|none|Cycling the bolt. The bolt head incorrectly tilts up with the bolt.]]&lt;br /&gt;
[[File:BFV Delisle (4).jpg|thumb|600px|none|Reloading the .45 ACP magazine.]]&lt;br /&gt;
[[File:BFV Delisle (5).jpg|thumb|600px|none|The De Lisle on a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20. It is the slowest bolt action rifle at 49 RPM.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an aperture sight (other weapons use these scopes as well). The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys, Under No Flag, and Tirailleur chapters.&lt;br /&gt;
&lt;br /&gt;
The Kar98k bayonet is available as a melee weapon after completing an assignment for the German Elite Ernst Schubert.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (1).jpg|thumb|600px|none|The Kar98k in Wehrmacht hands.]]&lt;br /&gt;
[[File:BFV Kar98k (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Kar98k (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Kar98k (4).jpg|thumb|600px|none|Blocking the round from ejecting in a tactical reload.]]&lt;br /&gt;
[[File:BFV Kar98k (5).jpg|thumb|600px|none|Topping up with individual rounds.]]&lt;br /&gt;
[[File:BFV Kar98k (6).jpg|thumb|600px|none|Loading a 5-round stripper clip. This is not possible when a scope is equipped.]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (7).jpg|thumb|600px|none|The Kar98k with the swept-back mount and ZF4 scope.]]&lt;br /&gt;
[[File:BFV Kar98k (9).jpg|thumb|600px|none|A suppressed Kar98k with the ZF4 scope in the &amp;quot;Nordlys&amp;quot; singleplayer story.]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (8).jpg|thumb|600px|none|The Kar98k with the ZF42 scope and bipod.]]&lt;br /&gt;
[[File:Bfv-kar98aperture1.jpg|thumb|600px|none|The Kar98k with the &amp;quot;Aperture Sight&amp;quot;, which is based on the Parker Hale model 4 rear sight with a heavily oversized aperture. Its appearance is anachronistic as it was introduced in 1946 in reality.]]&lt;br /&gt;
[[File:Bfv-kar98aperture2.jpg|thumb|600px|none|Aiming down the &amp;quot;Aperture Sight&amp;quot;.]]&lt;br /&gt;
[[File:BFV Kar98k (10).jpg|thumb|none|600px|A &amp;quot;Mint&amp;quot; Karabiner 98k with a bayonet equipped. The &amp;quot;Mint&amp;quot; iron sights option removes the hood from the front sight.]]&lt;br /&gt;
[[File:BFV Kar98k (11).jpg|thumb|none|600px|ADS view of the hood-less front sight.]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red Dawn (1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is unlocked by the Recon at Rank 13. It deals the lowest body damage of all bolt-action rifles, but has one of the highest muzzle velocities.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second one in the magazine.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped Krag.]]&lt;br /&gt;
[[File:BFV Krag (7).jpg|thumb|none|600px|When topping off with one or two rounds, the rim of a cartridge is used to open the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III==&lt;br /&gt;
Some unusable [[Lee-Enfield No.1 Mk.III]] rifles are seen on the shooting range.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III - .303 British. Introduced in 1907, this was the official battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:BFVsmle1.jpg|thumb|none|600px|The SMLE in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk 1*]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a Mk.I(T) model, though several of the stock customization options give it a Mk.I(T) stock.&lt;br /&gt;
&lt;br /&gt;
It is the fastest bolt-action rifle at 72 RPM (84 RPM when specialized), but is hampered by a slow muzzle velocity at 500 m/s.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No.4 MK.I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible. It is anachronistic by 1 year on this map, as the map is set during the Rotterdam Blitz.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No.4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[File:BFV No.4 (6).jpg|thumb|none|600px|Running with a &amp;quot;Mint&amp;quot; Lee-Enfield equipped with its spike bayonet.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
[[File:BFV No.4(T) (1).jpg|thumb|none|600px|The Lee-Enfield No.4 Mk.I(T) in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue and in a flashback to the end of the ''Battlefield 1'' level &amp;quot;Storm of Steel&amp;quot;. Unusable G98s can be seen on the shooting range.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
[[File:BFV_g98_3.jpg|thumb|none|600px|An unusable G98 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerbüchse 39==&lt;br /&gt;
The [[Panzerbüchse 39]] will be added to multiplayer in Chapter 4.&lt;br /&gt;
[[Image:PzB-39-2.jpg|thumb|none|500px|PzB-39 Anti-tank rifle with spare ammunition box attached to the gun - 7,92×94 mm (Patrone 318) ]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first person cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[R.S.C. Mle 1917|RSC 1917]].&lt;br /&gt;
&lt;br /&gt;
The Ross was added in multiplayer as a Recon primary in the seventh week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 64 RPM, 6 RPM faster than the Mannlicher, another straight-pull bolt action rifle, and deals the same damage figures as the Lee-Enfield.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV Ross (1).jpg|thumb|none|600px|The Ross rifle in-game.]]&lt;br /&gt;
[[File:BFV Ross (2).jpg|thumb|none|600px|Aiming down the cropped iron sights.]]&lt;br /&gt;
[[File:BFV Ross (3).jpg|thumb|none|600px|Working the straight-pull bolt.]]&lt;br /&gt;
[[File:BFV Ross (4).jpg|thumb|none|600px|Loading individual .303 rounds.]]&lt;br /&gt;
[[File:BFV Ross (5).jpg|thumb|none|600px|Loading a wobbly stripper clip, similar to ''Battlefield 1''.]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
[[File:BFV-Ross-3.jpg|thumb|none|600px|The Ross from the chapter 2 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle, and is used by elite enemy snipers that show off scope glint when in use.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading. The rounds used are the same round-headed 8x50mmR as used on BF1's M1895, which is incorrect for the M95/30, which uses 8x56mmR rounds that have sharp-headed spitzer bullets.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
Unusable [[Winchester Model 1895]] rifles appear at the shooting range.&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:BFVM1895.jpg|thumb|none|600px|The Winchester on the left.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' are divided into two categories: Light Machine Guns and Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
The overheating animation is depicted more realistically compared to ''Battlefield 1'' for the most part, where instead of the Support soldier giving the charging handle a quick rack to &amp;quot;clear the heat&amp;quot;, they will instead replace the quick-change barrel. However, the Vickers K, the Darne M1922, MG34 (when equipped with the optional saddle drum magazines), and the S2-200 still use the charging handle heat-clearing animation, as the first two lack a quick-change barrel, though the latter two have overheat thresholds that are higher than the amount of ammunition contained within their respective magazines and thus will never play the animation.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, Lewis Gun, and LS/26 are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, Darne M1922, and the S2-200 are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun|Bren Mk 1]] is a Support LMG, unlocked at Rank 8. It fires at 514 RPM and has the same damage output as the Lewis Gun. Some customization options give it the barrel and sight assembly or stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 British]]&lt;br /&gt;
[[File:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[File:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren. Note that the front sight's protective wings have been removed.]]&lt;br /&gt;
[[File:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[File:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
[[File:BFV Bren (6).jpg|thumb|none|600px|A customized Bren in-game. Note the &amp;quot;Mint&amp;quot; iron sights, which give the gun a Mk2 barrel and sight assembly, as well as the front sight's wings.]]&lt;br /&gt;
[[File:BFV Bren (7).jpg|thumb|none|600px|Aiming down the Mk2 barrel's iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, as well as the Combined Arms game mode following the &amp;quot;Lightning Strikes&amp;quot; update. In Tirailleur, it is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Chauchat is planned to be made available for multiplayer in the Tides of War service.  It can also be found on a weapon crate in the &amp;quot;Harbor Headquarters&amp;quot; co-op mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[Image:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[Image:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[Image:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is used when empty. This is probably because the machine gun is in poor shape after thirty years and having been through one World War already, on top of the fact that it is a Chauchat.]]&lt;br /&gt;
[[Image:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
[[File:BFV Chauchat (6).jpg|thumb|none|600px|Collapsing the Chauchat's bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Darne machine gun==&lt;br /&gt;
The [[Darne machine gun]] was added in the fourth week of the &amp;quot;Lightning Strikes&amp;quot; chapter as the &amp;quot;M1922 MG&amp;quot;, in the MMG category. It fires at 770 RPM (lower than the real weapon's 1200 RPM) and uses 150 round belts by default, but can be upgraded to either fire at 900 RPM or use 250 round belts.&lt;br /&gt;
[[File:Darne M1922.jpg|thumb|none|500px|Darne M1922 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV M1922 (1).jpg|thumb|none|600px|The M1922 MG in German hands.]]&lt;br /&gt;
[[File:BFV M1922 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV M1922 (3).jpg|thumb|none|600px|Pulling the charging handle when overheated or reloading.]]&lt;br /&gt;
[[File:BFV M1922 (4).jpg|thumb|none|600px|Removing the disintegrating belt after pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1922 (5).jpg|thumb|none|600px|Inserting a new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti-Saloranta LS/26==&lt;br /&gt;
The Finnish [[Lahti-Saloranta LS/26]] was added on the fifth week of the &amp;quot;Trial By Fire&amp;quot; chapter as an LMG for the Support class. Its 20-round capacity and 600 RPM rate of fire puts it in-between the KE7 and the FG42: faster than the former, but slower than (and with the same capacity as) the latter.&lt;br /&gt;
[[File:Ls26s.jpg|thumb|none|400px|Lahti-Saloranta LS/26 - 7.62x54mm R]]&lt;br /&gt;
[[File:BFV LS (1).jpg|thumb|none|600px|The LS/26 machine gun in the freezing Norwegian fjord surrounding Narvik.]]&lt;br /&gt;
[[File:BFV LS (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV LS (3).jpg|thumb|none|600px|Removing a 20-round magazine.]]&lt;br /&gt;
[[File:BFV LS (4).jpg|thumb|none|600px|Pulling the bolt after an empty reload.]]&lt;br /&gt;
[[File:BFV LS (5).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]'' for the Support class at Rank 10. Statistics wise, it is similar to the Bren Gun, but the Bren is more controllable. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed, 97-round pan magazine, AA sights, and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BFV Lewis6.jpg|thumb|none|600px|The Lewis Gun with the &amp;quot;Arras&amp;quot; skin and 97-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] will be added in Chapter 5.&lt;br /&gt;
[[Image:BAR1918.jpg|none|thumb|450px|M1918A2 Browning Automatic Rifle - .30-06. This is a late-war version with an added carry handle.]]&lt;br /&gt;
[[File:Bfv-e3bar.jpg|thumb|none|600px|The BAR in the EA Play preview for Chapter 5.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen machine gun==&lt;br /&gt;
A shortened version of the [[Madsen machine gun]] appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|400px|Portuguese Madsen machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bfv-madsen.jpg|thumb|none|600px|The Madsen in the Chapter 4 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is the first medium machine gun unlocked, at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and it can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one.  There is a separate overheating animation for the gun with the saddle drum, wherein the charging handle is used to &amp;quot;clear the heat&amp;quot;.  However, it will never play within the game itself as the &amp;quot;chrome lining&amp;quot; (slower overheat) spec is a pre-requisite for the drum mag specialization; &amp;quot;Chrome Lining&amp;quot; raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on the &amp;quot;Twisted Steel&amp;quot; map.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun unlocked at Support Rank 20, It fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
The icon for the MG42 depicts it with a belt drum equipped, but in-game it can only use fifty-round (or 250-round with the appropriate specialization) belts.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as the &amp;quot;Gold Plated&amp;quot; visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42. Other weapons also have it available as a muzzle option.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG42 (1).jpg|thumb|none|600px|The MG42 in game. The map is set during the Battle of Arras, so it is anachronistic by 2 years.]]&lt;br /&gt;
[[File:BFV MG42 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG42 (3).jpg|thumb|none|600px|Pulling the charging handle in an empty reload in a similar manner to the MG34.]]&lt;br /&gt;
[[File:BFV MG42 (4).jpg|thumb|none|600px|Loading a fresh belt of 7.92mm.]]&lt;br /&gt;
[[File:BFV MG42 (5).jpg|thumb|none|600px|Using a used brass casing to pull out a piping hot barrel.]]&lt;br /&gt;
[[File:BFV MG42 (6).jpg|thumb|none|600px|Installing a new, ice cold barrel.]]&lt;br /&gt;
[[File:BFV MG42 (7).jpg|thumb|none|600px|Closing the barrel assembly.]]&lt;br /&gt;
[[File:bfv-mg42muzzlegold.jpg|thumb|none|600px|The &amp;quot;Gold Plated&amp;quot; barrel modification for the MG42. Other barrel modifications also use the post-1943 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S2-200==&lt;br /&gt;
The Austrian/Swiss made [[Steyr-Solothurn S2-200]] was added in the first week of the &amp;quot;Defying the Odds&amp;quot; chapter as an MMG for the Support class, despite the real weapon being an LMG. Its 30-round capacity puts it beside the Bren Gun, and its 770 RPM puts it near the MG34 (or the M1922 at 900 RPM with a specialization), but its MMG categorization forces the user to deploy the bipod. It is also the only MMG that cannot overheat.&lt;br /&gt;
&lt;br /&gt;
The version modeled is actually the 31.M, used by Hungary, most notably differing by being chambered in 8x56mmR Steyr instead of 7.92x57mm Mauser. This makes the 30-round capacity incorrect, as it should only hold 25 rounds; it also should not share identical damage with the 7.92mm Mauser MGs, but does.&lt;br /&gt;
[[File:MG 30.jpg|thumb|none|400px|Steyr-Solothurn S2-200 / Hungarian 31.M - 8x56mmR Steyr]]&lt;br /&gt;
[[File:BFV MG30 (1).jpg|thumb|none|600px|The S2-200 in hand. Note that the magazine is significantly more curved than the original Swiss 7.92mm Mauser version.]]&lt;br /&gt;
[[File:BFV MG30 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG30 (3).jpg|thumb|none|600px|Removing the 30-round magazine and...]]&lt;br /&gt;
[[File:BFV MG30 (4).jpg|thumb|none|600px|...inserting a new one. Note the 31M marking on the gun; this is the Hungarian variant of the S2-200.]]&lt;br /&gt;
[[File:BFV MG30 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) was added in the first week of the &amp;quot;Overture&amp;quot; chapter as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM, but can be upgraded to 981 RPM, or upgraded with a 100-round extended magazine. Unlike the reference image, the in-game weapon uses AA sights and can be equipped with the stock of the mounted version.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K with the &amp;quot;White Tiger&amp;quot; skin equipped.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading. Note that the bipod is missing, but still functions in-game. This was fixed in the &amp;quot;Lightning Strikes&amp;quot; update.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
[[File:Vickersk.jpg|thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:BFV Vickers K grip.jpg|thumb|none|600px|The Vickers K grip assembly as seen in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class as a spotting flare to locate enemies. Unlike in ''Battlefield 1'' where the spotting area of effect is the same regardless of surface-to-ground distance, the spotting AoE in BFV is now based on how high the Leuchtpistole is shot in the air.&lt;br /&gt;
&lt;br /&gt;
In the ''Firestorm'' game mode, the Leuchtpistole can be looted in five different variations, and are color-coded: red for artillery strikes, green for supply drops, blue for vehicle drops, yellow for a V1 flying bomb airstrike, and gray for spotting.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade Launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun) is a dedicated gadget called &amp;quot;Frag/Smoke Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using frag grenades and the latter using smoke grenades. The weapon functions differently from its counterpart in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|500px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the frag version. Note the gas check disk screwed onto the Mills bomb, a correct detail.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bazooka==&lt;br /&gt;
The [[M1A1 Bazooka]] appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 &amp;quot;Bazooka&amp;quot; - 2.36&amp;quot; rocket]]&lt;br /&gt;
[[File:BFV Bazooka trailer.jpg|thumb|600px|none|The M1 Bazooka in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single-player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] (Projectile, Infantry, Anti Tank) is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar, and because of this, it is more suited to close range attacks, reflecting its short-range effectiveness in real life.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades.&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[File:BFV Sturmpistole (1).jpg|thumb|none|600px|Equipping the Sturmpistole, first the character unfolds the stock...]]&lt;br /&gt;
[[File:BFV Sturmpistole (2).jpg|thumb|none|600px|...and flips up the unused front sight.]]&lt;br /&gt;
[[Image:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[Image:BFV-sturmpis2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] is seen lying in the company hangar. It is also to be added to multiplayer as a playable weapon.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Einstossflammenwerfer 46==&lt;br /&gt;
The [[Einstossflammenwerfer 46]] is yet to be added to multiplayer.&lt;br /&gt;
[[Image:Einstossflammenwerfer461.jpg|thumb|none|350px|Einstossflammenwerfer 46]]&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from a [[M2 Flamethrower]]. Presumably, this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
[[File:BFV-Flammenwerfer.jpg|thumb|none|600px|Billy has succeeded in sneaking up to a Flametrooper and inspects the mess.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Like in BF1, grenades are thrown instantly when pressing the grenade key. For many of the images below, a glitch has been performed so that the player character appears to hold the grenade, which is normally not possible in gameplay.&lt;br /&gt;
&lt;br /&gt;
==Breda Mod. 35==&lt;br /&gt;
An Italian Breda Mod. 35 grenade is seen hanging on the German &amp;quot;Baron von Zorn&amp;quot; uniform.&lt;br /&gt;
[[File:BredaGrenade.jpg|thumb|none|200px|Breda Mod. 35 grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The grenade under the STG-44, left.]]&lt;br /&gt;
[[File:BFV-Bredagrenade2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==Breda Mortar Bomb==&lt;br /&gt;
On the German &amp;quot;Veiled Threat&amp;quot; uniform can be seen several 45mm Breda &amp;quot;Red Devils&amp;quot; mortar bombs.&lt;br /&gt;
[[File:BFV-BredaMortargrenade.jpg|thumb|none|600px|The bombs on the chest.]]&lt;br /&gt;
&lt;br /&gt;
==Bomba a Mano Mod. 35, O.T.O.==&lt;br /&gt;
A [[Bomba a Mano Mod. 35, O.T.O.]] grenade is also seen hanging on the &amp;quot;Baron von Zorn&amp;quot; uniform along with the Breda grenade.&lt;br /&gt;
[[Image:Italian Bomba a Mano Mod 35 OTO.jpg|thumb|none|150px| Bomba a Mano Mod. 35, O.T.O. High-Explosive hand grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The lower hanging  grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
[[Hafthohlladung Anti Tank Mine]]s can be found in a few campaign missions, appearing as the &amp;quot;Shaped Charge&amp;quot;. They behave similarly to the ''Limpet Mine'' explosive from ''Battlefield 1''. The HHL mine is not currently available in multiplayer.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|200px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:BFV Haftholladung (1).jpg|thumb|none|600px|The ''Hafthohlladung'' in the hands of Billy Bridger.]]&lt;br /&gt;
[[File:BFV Haftholladung (2).jpg|thumb|none|600px|Popping the safety cap up.]]&lt;br /&gt;
[[File:BFV Haftholladung (3).jpg|thumb|none|600px|The ''Hafthohlladung'' in the air.]]&lt;br /&gt;
[[File:BFV Haftholladung (4).jpg|thumb|none|600px|The ''Hafthohlladung'' in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Hawkins Grenade==&lt;br /&gt;
The Hawkins Grenade will be added to the game as a usable grenade.&lt;br /&gt;
&lt;br /&gt;
It also makes appearance on the &amp;quot;Highlander&amp;quot;, &amp;quot;Scottish Play&amp;quot; and &amp;quot;Robert the Bruise&amp;quot; outfits in multiplayer. It is shown to be secured with straps to the legs on these outfits which appears to be based on the famous photo of Eisenhower speaking with paratroopers of the 101st Airborne just prior the Normandy landings.&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire. The Frag Grenade Rifle also fires Mills Bombs with gas check plates.&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:Mills No 36 Rifle Grenade.JPG|thumb|none|200px|No. 36 Mk. I &amp;quot;Mills Bomb&amp;quot; with gas check attached for use as a rifle grenade.]]&lt;br /&gt;
[[File:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
[[Mk 2 hand grenade]]s appear on the &amp;quot;Scottish Play&amp;quot; and &amp;quot;Flim-Flam&amp;quot; outfits in multiplayer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:Bfv-mk2grenadeoutfit.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for both factions. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Union Jacked, Royal Motivations, AKA, and the Ratburner outfits.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
[[Image:Bfv-M18grenadeoutfit.jpg|thumb|600px|none|The Union Jacked outfit, with the M18 hanging in the right back side.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Germans.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade for the Support class. It can stick to any surface, but can be countered by Zimmerit paste when applied to German tanks.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to both factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;AP Mine&amp;quot;. It is a starting gadget for the Recon class, and can also be unlocked by the Medic and Support classes. As in real life, when triggered it bounces upwards and delivers high damage.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support classes, named the &amp;quot;AT Mine&amp;quot;. As the name implies, it can severely damage enemy tanks when driven through, but can be destroyed by gunfire or deactivated by the Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range, resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the game. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank. The Flakvierling's appearance in the base game is anachronistic by 4 years, as it was introduced in 1944.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing being towed.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
[[File:BFV-flak38_5.jpg|thumb|600px|none|Manning the Flakvierling from the inside of a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
German Stuka dive bombers can be equipped with 3.7 cm ''Bordkanonen''.&lt;br /&gt;
[[File:BFV-bk1.jpg|thumb|600px|none|A ''Bordkanone'' near a destroyed Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans. It can also be fitted in the Panzer IV at Rank 3 of its specialization tree, and is also mounted on top of a Sd.Kfz. 251 halftrack for the Germans as a Squad Reinforcement (9850 points), named &amp;quot;Pakwagen&amp;quot;.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
[[Image:BFV PAK-Panzer.jpg|thumb|600px|none|The &amp;quot;Pak 40 L/43&amp;quot; mounted on the turret of a Panzer IV as a specialization, which is actually the 7.5 cm KwK 40.]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (1).jpg|thumb|600px|none|The Pak 40 mounted on a Hanomag (Sd.Kfz. 251 Pakwagen).]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (2).jpg|thumb|600px|none|Manning the gun in the Hanomag.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 18==&lt;br /&gt;
Several 8.8 cm FlaK 18s can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[Image:BFV-flak2-0.jpg|thumb|600px|none|Left view of a FlaK 18 in the campaign.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|Right view. Note the single-piece barrel, which distinguishes it from a FlaK 36.]]&lt;br /&gt;
[[Image:BFV-flak2-1.jpg|thumb|600px|none|Close up of the gun cradle without the FlaK 37 pointer dials.]]&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the Airborne, Frontlines, and Rush multiplayer modes. Defenders can fire them as quickly as they reload, and are most effective when enemies are spotted; without any spotted enemies, the shell will simply land somewhere in the playable area. Some objectives are radio stations instead, which can call in a strike from howitzers somewhere outside the map, and are functionally identical in terms of gameplay.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|400px|21 cm-Mörser 18 - 210 mm]]&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Mörser 18 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
[[File:BFV Bren Mounted (1).jpg|thumb|600px|none|Manning the Bren with a drum magazine. Note the sights have been changed.]]&lt;br /&gt;
[[File:BFV Bren Mounted (2).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFV Bofors.jpg|thumb|600px|none|The Bofors turret in the Valentine AA tank, which itself is supposed to represent the Crusader III, AA Mk I, but actually it is just the Crusader's turret on the game's Valentine chassis.]]&lt;br /&gt;
[[File:BFV-bofors2.jpg|thumb|600px|none|Manning the Bofors from the inside.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II==&lt;br /&gt;
British planes like the Spitfire and the Mosquito are armed with [[Browning AN/M2|Browning .303 Mk II]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:BFV-Browning303.jpg|thumb|600px|none|Four Brownings mounted in the Mosquito's noise.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head on. Note the Calliope tank in the bankground.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
Spitfires can be upgraded with two [[Hispano-Suiza HS.404]].&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum 20x110mm]]&lt;br /&gt;
[[File:BFV_Hispano.jpg|thumb|none|600px|A Hispano mounted in the Spitfire's wing.]]&lt;br /&gt;
&lt;br /&gt;
==MG 151/20==&lt;br /&gt;
German Messerschmitt Bf 109 fighters are armed with [[MG 151 cannon|MG 151/20 cannon]]s. Other planes like the JU 88 can be upgraded with those as well.&lt;br /&gt;
[[File:mg15120.jpg|thumb|400px|none|Mauser MG 151/20, standard propeller dome armament for the Messerschmitt Bf 109 - 20x82mm.]]&lt;br /&gt;
&lt;br /&gt;
==MG17==&lt;br /&gt;
[[MG17 machine gun]]s are mounted on German planes.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|400px|MG17 machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-mg17.jpg|thumb|600px|none|An MG17 mounted on a Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==MG34 Panzerlauf==&lt;br /&gt;
The [[MG34|MG34 Panzerlauf]] variant, fitted with the saddle drum magazine, is mounted to various German vehicles and as a standalone stationary weapon, while the belt-fed MG34 Panzerlauf is mounted in the hull and coaxial mounts of German tanks. In the second January 2019 patch, the mounted MG34 stationary weapon previously only seen in the campaign was added to multiplayer, replacing the Vickers as the German constructible stationary MG.&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(1).jpg|thumb|600px|none|The MG34 mounted on the backseat of a Kubelwagen; the Panzerlauf (Armored Barrel) barrel can be seen here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(2).jpg|thumb|600px|none|Manning the mounted MG34.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(3).jpg|thumb|600px|none|Aiming. While the sights aren't properly aligned, the actual point of impact is also higher than the front sight, so this common video game issue actually makes a bit more sense here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(4).jpg|thumb|600px|none|The stationary MG34 added with the second January 2019 patch. This is the rear view.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(5).jpg|thumb|600px|none|The front view of the same weapon.]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[Image:BFV Oerlikon.jpg|thumb|none|600px|Three Oerlikon cannons mounted on a Valentine chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Allied counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun. It is also mounted on top of a T48 GMC halftrack as a Squad Reinforcement for the British at 9850 Requisition Points.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is the buildable stationary heavy MG for the British faction. It uses the same animations as ''Battlefield 1'''s Maxim, but its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British - .303 British]]&lt;br /&gt;
[[Image:Bfv-vickers1.jpg|thumb|600px|none|The front of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers2.jpg|thumb|600px|none|The rear of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers3.jpg|thumb|600px|none|Using the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers4.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bfv-mg42muzzlemint.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification for the MG42 uses the post-1940 Mark II blast deflector for the Vickers. Other muzzle modifications also use the blast deflector.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic customization options in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
[[Image:Bfv-stgmuzzlechrome.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the StG 44. Other muzzle modifications also use the Colt Monitor cutts compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti L-39==&lt;br /&gt;
The muzzle of the Finnish [[Lahti L-39]] anti-tank rifle is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Lahti_with_PKM_for_size.jpg|thumb|none|450px|Lahti L-39 with a [[PK Machine Gun]] for scale - 20x138mm B]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle1.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the Kar98k.]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle2.jpg|thumb|600px|none|The &amp;quot;Liberte&amp;quot; muzzle modification for the LS/26.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
An M9 flash hider (a late-war attachment for the [[M3 &amp;quot;Grease Gun&amp;quot;]]) is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[Image:Bfv-mp34muzzleghost.jpg|thumb|600px|none|The &amp;quot;Ghost&amp;quot; muzzle modification for the MP34; other muzzle options also use the M9 flash hider model, sometimes with different textures.]]&lt;br /&gt;
&lt;br /&gt;
==PTRD-41==&lt;br /&gt;
A muzzle from a [[PTRD-41]] is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|500px|PTRD-41 Anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Bfv-mg42muzzleblued.jpg|thumb|600px|none|The &amp;quot;Blued&amp;quot; barrel modification for the MG42. Other barrel modifications also use the PTRD-41 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==Reising M50==&lt;br /&gt;
The cutts compensator from a [[Reising Submachine Gun|Reising M50]] submachine gun is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Reising m50-1.jpg|thumb|none|500px|Reising M50 (full stock variant) - .45 ACP. Fitted with Cutts compensator and 20 round double stack magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as a visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
[[Image:Bfv-nightowlbarrel.jpg|thumb|600px|none|The &amp;quot;Night Owl&amp;quot; barrel modification. Other barrel modifications also use the Mk V barrel shroud and front sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenmintmuzzle.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification. Other muzzle modifications also use the Mk I muzzle.]]&lt;br /&gt;
[[Image:Bfv-stengoldstock.jpg|thumb|600px|none|The &amp;quot;Gold Plated&amp;quot; stock modification. Other stock modifications also use the Mk I stock.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I*==&lt;br /&gt;
The Sten Mk 1* stock is an available visual modification of the Sten's &amp;quot;stock&amp;quot; component.&lt;br /&gt;
[[Image:Sten MkI star.jpg|thumb|none|400px|Sten Mk I* - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenchromedstock.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; stock modification. Other stock modifications also use the Mk I* stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1283468</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1283468"/>
		<updated>2019-07-13T14:55:24Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Machine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=Battlefield V Cover Art.jpg&lt;br /&gt;
|caption=''Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the third entry to be set chiefly in World War 2 (the first since ''[[Battlefield: 1943]]'').&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;
Like in previous Battlefield games, players can select one from four classes (Assault, Medic, Support and Recon). The Assault class wields select-fire and faster semi-automatic rifles, the Medic class uses submachine guns and bolt-action carbines, the Support class uses machine guns and shotguns, and the Recon class uses bolt-action and slower semi-automatic rifles (the latter are referred to as &amp;quot;self-loading rifles&amp;quot;), as well as pistol carbines and anti-materiel rifles. These four classes are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can use the &amp;quot;Engineer&amp;quot; combat role, with increased fortification-building capabilities).&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, replaced with an upgrade tree. Weapon finishes are now split into multiple parts, and can change the physical appearance of the weapon as well as its finish.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, an M1911 is used by the machine gunner in the final scene of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story. Like in ''Battlefield 1'', the hammer never moves and stays in the cocked position.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as in ''Battlefield 1'', other than that the player character actually catches the spent mag on a non-empty reload instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is the last sidearm unlocked, at rank 19 of any class. It serves as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). While it starts out with a sensible four rounds in reserve, resupplying brings it up to fifty - somewhat reasonable if not for the fact that the reload animation shows the new round being taken from the grip compartment, which is obviously too small to fit fifty rounds.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from ''Battlefield 1''. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908. Like in ''Battlefield 1'', it does not lock back on the last shot, instead repeating the standard firing animation with the toggle assembly going forward, with the toggle assembly then magically locking back, despite the fact that all other pistols had this error fixed. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. The reload animations for the Luger are reused from ''Battlefield 1''. Note the lack of trigger discipline, an accurate detail considering that the technique was not used during World War II.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Luger Carbine===&lt;br /&gt;
A rare [[Luger|Luger Carbine]] with a ''Trommelmagazin 08'' snail drum magazine was added in the seventh week of the &amp;quot;Trial By Fire&amp;quot; chapter as a primary weapon for the Recon class, under the category &amp;quot;Pistol Carbine&amp;quot;. It is also distinguished by the P08's absence of a grip safety, a feature of modern-produced Luger carbines. To balance the high capacity, the reload animation is slower than in BF1. It can somewhat bizarrely fit short-range scopes; to accomplish this without preventing the weapon's short-recoil mechanism from working, these are attached to the side of the handguard instead of the barrel, removing the original rear sight in the process.&lt;br /&gt;
[[File:Luger carbine.jpg|thumb|none|450px|Rare Model 1900/1902 Luger carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; with 32-round ''Trommelmagazin 08'' snail drum magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BFV P08 Car (1).jpg|thumb|600px|none|The Luger P08 Pistol Carbine in idle.]]&lt;br /&gt;
[[File:BFV P08 Car (2).jpg|thumb|600px|none|Aiming down the sights - a bit cropped open, but not nearly as much so as the pistol variant. Note that when aiming, the character's left hand moves up and grips the forend. This also occurs when sprinting with the Luger carbine.]]&lt;br /&gt;
[[File:BFV P08 Car (3).jpg|thumb|600px|none|Removing a magazine during a non-empty reload.]]&lt;br /&gt;
[[File:BFV P08 Car (4).jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:BFV P08 Car (5).jpg|thumb|600px|none|When empty, the magazine release is pressed...]]&lt;br /&gt;
[[File:BFV P08 Car (6).jpg|thumb|600px|none|..then a new magazine is inserted from the right. Note that the left thumb in this animation will actually clip through some of the alternate sight options.]]&lt;br /&gt;
[[File:BFV P08 Car (7).jpg|thumb|600px|none|Pulling the toggle lock mechanism to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Carbine==&lt;br /&gt;
The carbine [[Mauser C96]] will return from ''Battlefield 1'', as shown in dog tags.&lt;br /&gt;
[[File:C96 Carbine.jpg|thumb|500px|none|Mauser C96 Carbine  - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Mauser C96 20 Round.jpg|thumb|none|400px|Mauser C96 (early model) with 20-round fixed magazine]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game, unlocked at Rank 1 of any class. It fires at 449 RPM, the fastest of all sidearms, but is hampered by a lower damage output. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round. Note the trigger discipline, unlike with the Luger P08 the character this time decides to anachronistically employ modern safety techniques.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1'', again as the &amp;quot;Repetierpistole M1912&amp;quot;. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away, explaining how they're kept. Unlike the M1911 (and like the P38 and Mk VI), the hammer actually moves, though gameplay requirements mean that it does this ''after'' a shot has been fired.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole M1912&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm. The game correctly portrays the P38 ejecting its casings to the left.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] returns from ''Battlefield 1'' as the &amp;quot;Mk VI Revolver&amp;quot;. It is unlocked at Rank 15 of any class and has the highest damage output of any sidearm.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Mk VI, note that it is held much further out than in Battlefield 1.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Opening up the cylinder. As with the last game, it correctly shows which rounds have been fired; in this case, all were expended.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod==&lt;br /&gt;
The [[Welrod Pistol]] appears in the Chapter 4 trailer. It appears to be a hybrid of both models, having the front sight near the muzzle like the Mark II, but having a trigger guard like the Mark I.&lt;br /&gt;
[[Image:HPIM0965.jpg|thumb|none|400px|Welrod pistol Mark II - .32 ACP.]]&lt;br /&gt;
[[Image:Welrod.jpg|thumb|none|400px|Welrod pistol Mark I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-welrod.jpg|thumb|600px|none|The Welrod in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in the twelfth week of the Trial By Fire chapter as the &amp;quot;MAB 38&amp;quot;. It comes with 20-round magazines as default, but can be upgraded to use 30-round magazines with a specialization.&lt;br /&gt;
&lt;br /&gt;
The MAB 38 introduces a new weapon detail to the series, with the bolt actually staying dropped forward when the gun is entirely out of ammo, which persists even when switching through other weapons/gadgets (unlike other weapons). The system is slightly buggy when the weapon ''does'' have ammo left however, as the MAB 38's bolt sometimes appears closed when it shouldn't be. This happens when switching from certain gadgets (SMLE launcher, build tool, throwing a grenade), but the issue can be fixed by switching to other items (sidearm, medkit) or by performing an empty reload.&lt;br /&gt;
[[Image:Beretta Model 38A.jpg|thumb|none|450px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:BFV MAB 38 (1).jpg|thumb|none|600px|Standing near a Luftwaffe glider with the Model 38A.]]&lt;br /&gt;
[[File:BFV MAB 38 (2).jpg|thumb|none|600px|View down the iron sights of the SMG.]]&lt;br /&gt;
[[File:BFV MAB 38 (3).jpg|thumb|none|600px|Reloading a 20-rounder magazine.]]&lt;br /&gt;
[[File:BFV MAB 38 (4).jpg|thumb|none|600px|Pulling the bolt back open.]]&lt;br /&gt;
&lt;br /&gt;
==BSA Welgun==&lt;br /&gt;
The BSA Welgun, a crude SMG developed by the British Special Operations Executive, is yet to be added in multiplayer. So far, only dog tags confirm its existence in the game.&lt;br /&gt;
[[File:Welgun.jpg|thumb|none|400px|Birmingham Small Arms Welgun - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The [[Erma EMP]] is unlocked at rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be visually modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. Note the mounted 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile. In-game, however, it is an available sight for several weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is unlocked at rank 10 of the Medic class. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines from the Lanchester and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Holding the MP28. The underhanded grip of the magazine well is certainly unorthodox, but at least better than gripping the magazine itself.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine from the British Lanchester.]]&lt;br /&gt;
&lt;br /&gt;
==Lanchester Mk.I==&lt;br /&gt;
The British copy of the [[Haenel-Schmeisser MP28/II]], the [[Lanchester Mk.I]], is yet to be added to multiplayer. Only dog tags confirm its appearance in game. Files indicate that the Lanchester fires at 600 RPM and is the direct opposite of the MP28, as the Lanchester favors aiming down sights unlike the MP28.&lt;br /&gt;
[[File:Lanchester early model.jpg|thumb|none|400px|Lanchester Mk.I - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 6 of the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten. Some of the barrel cosmetic options remove the resting plate under the barrel, a feature of the [[MP41]].&lt;br /&gt;
&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|Holding the MP40.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The player character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is unlocked at rank 20 of the Medic class. By default it has a 20-round magazine, but can be upgraded with a 50-round drum magazine. An M1928A1 with a 30-round drum magazine (identical to the multiplayer's 50-round drum) is the starting weapon for Billy Bridger in the &amp;quot;Under No Flag&amp;quot; War Story (though he uses a Sten in cutscenes), and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags. It was originally inaccurately portrayed as full-auto only, but a semi-auto mode was added in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
The cutts compensator of the M1928A1 Thompson is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Submachine gun M1928 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 20-round magazine and without Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (1).jpg|thumb|600px|none|The M1928A1 Thompson with a 20-round magazine held by a British soldier...]]&lt;br /&gt;
[[File:BFV M1928 (2).jpg|thumb|600px|none|...and another one with the 50-round drum magazine. Note that the position in which the weapon is held has changed compared to the previous shot, possibly to represent the increase in weight.]]&lt;br /&gt;
[[File:BFV M1928 (3).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1928 (4).jpg|thumb|600px|none|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV M1928 (5).jpg|thumb|600px|none|...then inserting a fresh 20-round magazine. Note the Cutts compensator; by default the M1928A1 does not have one, but all the muzzle visual customization options give it one.]]&lt;br /&gt;
[[File:BFV M1928 (6).jpg|thumb|600px|none|Removing the drum magazine to the right...]]&lt;br /&gt;
[[File:BFV M1928 (7).jpg|thumb|600px|none|...and inserting a fresh drum to the left.]]&lt;br /&gt;
[[Image:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (8).jpg|thumb|none|600px|The &amp;quot;Sandstorm&amp;quot;, &amp;quot;Patches&amp;quot;, and &amp;quot;Countryside&amp;quot; sight customization options give the M1928A1 an M1-style simplified rear sight.]]&lt;br /&gt;
[[File:BFV M1928 (9).jpg|thumb|none|600px|Looking down the M1-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Patchett Machine Carbine==&lt;br /&gt;
The predecessor to the [[Sterling]], the Patchett Mk I, is yet to be added to multiplayer, and is only confirmed in three dog tags. &lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|400px|Patchett Machine Carbine Mk 1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0; in an extreme rarity for video games and media in general, its name is in all-caps, as it is an acronym. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced. The integrally-suppressed [[Sten Mk II(S)|Mk II(S)]] variant appears in the Tirailleur campaign.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the Sten.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
[[Image:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk II(S) - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (1).jpg|thumb|none|600px|A suppressed Sten in Deme's hands. It can fire in full auto, which is impractical due to overheating, as integrally suppressed Stens are meant to be fired in short bursts or semi auto.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (2).jpg|thumb|none|600px|View of the suppressor.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (3).jpg|thumb|none|600px|The suppressed Sten in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine. The Suomi has the highest rate of fire for the SMGs, with 770 RPM (981 RPM when specialized).&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into the KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] was added to multiplayer in the first week of the &amp;quot;Lightning Strikes&amp;quot; chapter, as an SMG for the Medic class. By default, it has a 30-round box magazine and fires at 514 RPM, but can be upgraded to have a larger 40-round box magazine, or a faster rate-of-fire of 720 RPM.&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm. This is the base version with folding bipod and detachable barrel.]]&lt;br /&gt;
[[File:Bfv-zk383promo.jpg|thumb|none|600px|A promotional image for the &amp;quot;Lightning Strikes&amp;quot; chapter, showing a German soldier holding a ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-2.jpg|thumb|none|600px|The ZK-383 from the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV-ZK383-Idle.jpg|thumb|none|600px|Holding the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV-ZK383-Reload.jpg|thumb|none|600px|Reloading the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Charginghandle.jpg|thumb|none|600px|Pulling back the charging handle.]]&lt;br /&gt;
[[File:BFV-ZK383-Bipod.jpg|thumb|none|600px|The ZK-383 with its bipod deployed.]]&lt;br /&gt;
[[File:BFV-ZK383-Extendedmag.jpg|thumb|none|600px|The ZK-383 with a 40 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'' with the same &amp;quot;12g Automatic&amp;quot; name, now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
[[File:BFV Auto-5 (5).jpg|thumb|none|600px|The Browning A-5 with a ribbed barrel and extended magazine tube in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a Support class primary weapon, unlocked at Rank 13. It is the fastest of all currently available shotguns at 200 RPM (225 with the Trigger Job specialization). In real life the left barrel was used to fire slugs, but in the game both barrels fire buckshot. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle, dealing similar damage figures to the Recon's bolt-action rifles.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] shotgun. The shotgun is currently not present in BFV.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free from December 19, 2018 to January 3, 2019. As in BF1, it cannot be chamberloaded and only holds 5 rounds instead of 5+1. It is the slowest firing shotgun in the game at 100 RPM, much slower than it was in the previous game, and also cannot be slamfired (again unlike its appearance in ''BF1''). However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
A bayonet can be equipped at rank 4.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
[[File:BFV M1897 (4).jpg|thumb|none|600px|Firing a bayonet-equipped Winchester 1897.]]&lt;br /&gt;
[[File:BFV M1897 (5).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:BFV M1897 (6).jpg|thumb|none|600px|The pumping animation as seen in the from-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Self-Loading Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exceptions are the Steyr Mannlicher M1895/30 and the AG-42 Ljungman, as the former's en-bloc clip function requires the scope be mounted forward of the ejection port to not obstruct clip feeding/ejection, and the latter's charging mechanism also prohibits the use of receiver-mounted scopes.&lt;br /&gt;
&lt;br /&gt;
Semi-automatic rifles issued to the Assault class appear under the “Semi-Auto Rifle” designation while semi-automatic rifles issued to the Recon class are labeled as “Self-Loading Rifles.” While ultimately just two different terms for the same type of rifle, the former name differentiates the Assault's rifles from its ''full-auto'' rifles, while the latter name differentiates the Recon's rifles from its ''manually-operated'' rifles.&lt;br /&gt;
&lt;br /&gt;
==Ag m/42==&lt;br /&gt;
The [[AG-42 Ljungman|Ag m/42]] was added as an Assault self-loading rifle with the fourth week of the &amp;quot;Overture&amp;quot; chapter. It fires at 450 RPM and deals the same damage as the M1A1 Carbine, and like the Gewehr 43, it can be upgraded to accept detachable magazines. The animation for non-empty reloading without detachable magazines accurately shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|500px|Automatgevär m/42 with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==Breda M1935 PG==&lt;br /&gt;
The [[Breda M1935 PG]] appears in the Close Quarters promotional art. It is unknown if the Breda will be exclusive to the Close-Quarters maps or will be used in the base multiplayer.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda M1935 PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:BFV Breda promotional.jpg|thumb|600px|none|The Breda M1935 PG in the hands of the Red Devil, the British para in the middle. Note the 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The second pattern [[FG 42]] is categorized as an LMG and used by the Support class at Rank 16. It has the lowest capacity of all LMGs in the base game, and has the highest vertical recoil kick. It can also mount a bayonet, though the bayonet is not shown in the stowed position when not equipped.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 1st pattern FG 42, is used to mount various sights to different weapons. The stock of the 1st version is also available as a cosmetic option. The FG 42 muzzle is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV FG42 (1).jpg|thumb|600px|none|FG 42 in hand. On this level, the second pattern model is anachronistic by about 2 years.]]&lt;br /&gt;
[[File:BFV FG42 (2).jpg|thumb|600px|none|Aiming down the sights. Although difficult to see, the sights are set for 500 meters. This is not reflected in gameplay.]]&lt;br /&gt;
[[File:BFV FG42 (3).jpg|thumb|600px|none|Removing a 20-round magazine...]]&lt;br /&gt;
[[File:BFV FG42 (4).jpg|thumb|600px|none|...and loading a new one.]]&lt;br /&gt;
[[File:BFV FG42 (5).jpg|thumb|600px|none|Pulling the open bolt charging handle.]]&lt;br /&gt;
[[File:FG42.jpg|thumb|none|500px|‎FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom)]]&lt;br /&gt;
[[File:BFV FG42 (6).jpg|thumb|600px|none|The ZF4 scope mounted on the FG 42. Note that this uses the earlier model's scope mount.]]&lt;br /&gt;
[[File:BFV FG42 (7).jpg|thumb|600px|none|The Mark III Free Mounted Gun Reflector Sight mounted on the FG 42. In reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is a self-loading rifle available in the game, unlocked by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot;, which is set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note that the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold an additional round in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
The select fire variant fires at 670 RPM, and is statistically identical to the Sturmgewehr 44, while its semi-automatic variant fires at 360 RPM, and has the highest capacity of all semi-automatic rifles in the base game.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps are all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|The left hand is used to rechamber this variant.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The Polish [[Kbsp wz. 38M]] was added in the third week of the &amp;quot;Defying the Odds&amp;quot; chapter as a semi-auto rifle for the Assault class, called the &amp;quot;Karabin 1938M&amp;quot; (&amp;quot;Karabin&amp;quot; being Polish for &amp;quot;carbine&amp;quot;, and what the &amp;quot;Kb&amp;quot; in &amp;quot;Kbsp&amp;quot; stands for). Unlike the other stripper-clip fed semi-auto rifles in the Assault class that allow detachable magazines via specialization, the Kbsp's magazine is fixed, and cannot be removed through any in-game means. It fires at 300 RPM, 60 RPM slower than the Gewehr 43, and has two chambering animations: one for empty reloads that uses the trigger to close the bolt akin to the ZH-29, and one for tactical reloads that uses the charging handle.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|500px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Karabin (1).jpg|thumb|none|600px|The Kbsp in German hands in North Africa, likely a war trophy from 1939's prelude.]]&lt;br /&gt;
[[File:BFV Karabin (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Karabin (3).jpg|thumb|none|600px|A ''very'' close-up look on the use of the hand to block ejecting bullets in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (4).jpg|thumb|none|600px|Reloading individual 8mm Mauser rounds.]]&lt;br /&gt;
[[File:BFV Karabin (5).jpg|thumb|none|600px|Using the charging handle to chamber a round in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (6).jpg|thumb|none|600px|Inserting a 5-round clip.]]&lt;br /&gt;
[[File:BFV Karabin (7).jpg|thumb|none|600px|Using the trigger to chamber a round in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle]] returns from ''Battlefield 1'' as a Recon primary, added with the third week of the &amp;quot;Overture&amp;quot; chapter. It is again named the &amp;quot;Selbstlader 1906&amp;quot;, and fires at a slower 164 RPM, which is 135 RPM (58%) slower than in BF1, but the BFV version can kill in one less bullet than BF1's incarnation. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. Unlike its appearance in ''Battlefield 1'' (and unlike its pistol counterpart in both games) the toggle assembly correctly locks back on the final shot.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger rifle in-game.]]&lt;br /&gt;
[[Image:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[Image:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[Image:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the player character removes the stripper clip before doing this.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class, unlocked at Rank 5. It is the fastest of all semi-auto rifles at 450 RPM (tied with the Ljungman), and thirty-round magazines can be unlocked for the Carbine as an upgrade tree option. Unlike the M1A1 Carbine in [[Battlefield Hardline]], the stock is always unfolded and is now modeled to face the correct side. It also mounts the conical flash hider by default, which was an actual attachment in ''Hardline.''&lt;br /&gt;
&lt;br /&gt;
Some soldiers in promotional art for the game wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading a 30-round magazine.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (6).jpg|thumb|none|600px|A customized M1A1 with an &amp;quot;Urban Blue&amp;quot; handguard and &amp;quot;Mint&amp;quot; iron sights. The &amp;quot;Urban Blue&amp;quot; handguard, along with the &amp;quot;Blued&amp;quot; one, gives it a perforated metal heatshield. The &amp;quot;Urban Blue&amp;quot;, &amp;quot;Mint&amp;quot;, and &amp;quot;Gold Plated&amp;quot; iron sights give it an earlier-pattern rear sight.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (7).jpg|thumb|none|600px|Aiming down the earlier-pattern rear sight.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] will be added in Chapter 5.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Bfv-m1garand.jpg|thumb|none|600px|The Garand about to hit a Japanese soldier in the Chapter 4 trailer's teaser for Chapter 5.]]&lt;br /&gt;
[[File:Bfv-e3garand.jpg|thumb|none|600px|The Garand in the EA Play preview for Chapter 5.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
An [[M2 Carbine]] with a metal heatshield appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 carbine]]&lt;br /&gt;
[[File:Bfv-m2carbine.jpg|thumb|none|600px|The M2 in the Chapter 4 trailer. Being only seen for a second or two, the carbine here is rather evidently unfinished; the spent casings are apparently coming out of the air to the left of the receiver instead of the ejection port, and a close look at the stock reveals that the player character is holding it as though it has a pistol grip (which it doesn't), showing that it's using the M1A1's animations as a placeholder.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-44==&lt;br /&gt;
The [[MAS-44]] was added as an Assault class semi-automatic rifle in the second week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 360 RPM, and can either be loaded with loose rounds and clips, or upgraded to use detachable magazines. Statistics-wise, it is similar to the Turner SMLE.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|500px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:BFV-MAS44-1.jpg|thumb|none|600px|The MAS-44 in the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV MAS44 (1).jpg|thumb|none|600px|The MAS-44 in British hands.]]&lt;br /&gt;
[[File:BFV MAS44 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV MAS44 (3).jpg|thumb|none|600px|Loading individual 7.5x54 French rounds.]]&lt;br /&gt;
[[File:BFV MAS44 (4).jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BFV MAS44 (5).jpg|thumb|none|600px|Pulling back the iconic plastic charging handle.]]&lt;br /&gt;
[[File:BFV MAS44 (6).jpg|thumb|none|600px|Reloading the MAS's box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'', unlocked at Assault rank 16. It is the slowest Assault self-loading rifle at 225 RPM.&lt;br /&gt;
&lt;br /&gt;
All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1. When a scope is equipped, it blocks the stripper clip guide. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free from December 17, 2018 to January 3, 2019.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM (10 RPM slower than BF1), it is the most accurate of them all because of its bipod.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|The Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[R.S.C. Mle 1917]] semi-automatic Rifle returns from ''Battlefield 1'', available at Recon Rank 16. Its damage figures are identical from its BF1 predecessor, both capable of two-shot kills, but the BFV counterpart is 26 RPM faster than BF1.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV RSC (1).jpg|thumb|600px|none|The R.S.C. in the game.]]&lt;br /&gt;
[[File:BFV RSC (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV RSC (3).jpg|thumb|600px|none|Popping the magazine cover open.]]&lt;br /&gt;
[[File:BFV RSC (4).jpg|thumb|600px|none|Topping up with a 5-round enbloc clip.]]&lt;br /&gt;
[[File:BFV RSC (5).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is available for the Assault class at Rank 13. It fires at 600 RPM.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is anachronistically featured in the chapters &amp;quot;Under No Flag&amp;quot;, set in 1942, and &amp;quot;Nordlys&amp;quot;, set in 1943.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mint&amp;quot; and &amp;quot;Gold Plated&amp;quot; iron sight customization options give it the barrel assembly of the MKb 42(H); this does not change the weapon animations in any way and it remains closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The recoil spring is also wrongly rendered in line with the piston which is incorrect as original StG have their recoil spring below in line with the bolt.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:BFV STG44 (1).jpg|thumb|600px|none|The Sturmgewehr 44 in hand. For this North African map, it is anachronistic by about 3 years.]]&lt;br /&gt;
[[File:BFV STG44 (2).jpg|thumb|600px|none|Aiming down the sights. Due to gameplay purposes, the rear sight is too wide.]]&lt;br /&gt;
[[File:BFV STG44 (3).jpg|thumb|600px|none|About to remove the magazine using the mag release.]]&lt;br /&gt;
[[File:BFV STG44 (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV STG-stock.jpg|thumb|none|600px|The &amp;quot;Night Owl&amp;quot; stock option for the StG 44 removes the stock completely and replaces it with a folding stock. While post-war folding stocks (such as the one found on the Sport Systeme Dittrich BD 44) for the StG exist in reality, ones that do not make the weapon inoperable do not, as the stock contains the recoil spring.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV STG-MKb.jpg|thumb|none|600px|Reloading a StG-44 in the beta, with a customization option giving it a MKb barrel assembly. This precise customization option is currently not available in the released game.]]&lt;br /&gt;
[[File:BFV STG-MKb (1).jpg|thumb|none|600px|Crouching with a StG 44 with a MKb barrel assembly, which also has the aforementioned Systeme Dittrich BD 44 underfolding stock.]]&lt;br /&gt;
[[File:BFV STG-MKb (2).jpg|thumb|none|600px|Aiming down the MKb 42(H)-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon, unlocked at Rank 10. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the use of detachable magazines or a twenty round fixed &amp;quot;trench&amp;quot; magazine that is the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historic rate of 770 RPM, which is balanced with lower lethality than its ''BF1'' counterpart (25 max - 17 min damage, compared to 42 - 23, which translates to requiring at least one or two more shots to kill than in ''BF1''), and prior to the ''Lightning Strikes'' update, a smaller 15-round magazine as default, with 20-round magazines locked behind a specialization in the spec tree.  The latter is no longer true as the 20-round magazine has been made the default and only magazine available for the weapon, which conveniently fixes the (now former) issue of the 15-round magazine using the visual model of a 10-rounder.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle at the time.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is unlocked for the Recon class at rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Bolt-Action Rifles/Carbines=&lt;br /&gt;
Three kinds of bolt-action rifles are available in the game. &amp;quot;Bolt-Action Rifles&amp;quot; are slow-firing rifles available to the Recon class, effective at medium to long range sniping, &amp;quot;Anti-Materiel Rifles&amp;quot;, also available to the Recon class, can damage vehicles, but require being in the prone position to fire, similar to the T-Gewehr in BF1, and &amp;quot;Bolt-Action Carbines&amp;quot;, available to the Medic class, have faster fire rates than the other types, but can only fit scopes up to 3x magnification.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 99==&lt;br /&gt;
An [[Arisaka Type 99]] short rifle with a bent bolt handle is seen in the Chapter 4 trailer. &lt;br /&gt;
[[file:99aris.jpg|thumb|none|500px|Arisaka Type 99 short rifle with monopod - 7.7x58mm]]&lt;br /&gt;
[[File:Bfv-arisaka.jpg|thumb|none|600px|The Arisaka being held by a Japanese soldier. The bent bolt handle is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==Boys MKI Anti-Tank Rifle==&lt;br /&gt;
The [[Boys anti-tank rifle]] was added in the ninth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Recon class. It is by far the most powerful primary weapon in the game, capable of one-shot kills to the torso up to 100 meters away and minor damage to vehicles (the Armor Piercing Composite Rigid projectiles specialization can improve this somewhat), but is incredibly slow to fire at 22 RPM (26 with the Machined Bolt specialization) and requires the bipod to be deployed to aim down sights.&lt;br /&gt;
[[File:BoysMkIATRifle.jpg|thumb|none|500px|Boys MKI Anti-Tank Rifle - .55 Boys (13.9x99mmB)]]&lt;br /&gt;
[[File:BFV Boys (1).jpg|thumb|none|600px|The deploy animation of the Boys depicts the pulling of the cocking handle, ready to fire.]]&lt;br /&gt;
[[File:BFV Boys (2).jpg|thumb|none|600px|Idle position.]]&lt;br /&gt;
[[File:BFV Boys (3).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. They are set for 300 yards.]]&lt;br /&gt;
[[File:BFV Boys (4).jpg|thumb|none|600px|Slowly cycling the bolt at 22 or 26 RPM.]]&lt;br /&gt;
[[File:BFV Boys (5).jpg|thumb|none|600px|Removing the magazine...]]&lt;br /&gt;
[[File:BFV Boys (6).jpg|thumb|none|600px|...and inserting a new one, while the barrel does its level best to create perspective illusions with the river. It's long, but not ''that'' long.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91 TS Carbine with attached Tromboncino M28==&lt;br /&gt;
A [[Carcano M91 TS]] Carbine with an attached [[Tromboncino M28]] grenade launcher (named &amp;quot;M28 con Tromboncino&amp;quot;) was added in the sixth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Medic class. Unlike its ''Battlefield 1'' predecessor, the M91 TS fires at a rate of 93 RPM (20 RPM faster than BF1's), and does less damage (only being capable of a two-shot kill). The grenades can deal damage to vehicles, mimicking the High Explosive Grenade Rifle from BF1.&lt;br /&gt;
[[File:Tromboncino.jpg|thumb|none|500px|Carcano M91 TS Carbine with Tromboncino Modello 28 grenade launcher - 6.5x52mm Carcano; 38.5mm grenade]]&lt;br /&gt;
[[File:Bfv-m28-idle.jpg|thumb|none|600px|Holding the &amp;quot;M28 con Tromboncino&amp;quot;.]]&lt;br /&gt;
[[File:Bfv-m28-ads.jpg|thumb|none|600px|Aiming down the sights of the rifle.]]&lt;br /&gt;
[[File:Bfv-m28-cycling.jpg|thumb|none|600px|Working the bolt of the Carcano.]]&lt;br /&gt;
[[File:Bfv-m28-clip.jpg|thumb|none|600px|Removing a semi-full en-bloc clip using a button. Like in ''Battlefield 1'' (and the M95/30 and the Webley Mk VI in BFV), the game tracks the number of bullets remaining before the tactical reload.]]&lt;br /&gt;
[[File:Bfv-m28-reload.jpg|thumb|none|600px|Inserting a new en-bloc clip.]]&lt;br /&gt;
[[File:Bfv-m28-boltswap.jpg|thumb|none|600px|Swapping the bolt from the carbine to the launcher.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeidle.jpg|thumb|none|600px|The grenade launcher with bolt inserted, ready to fire.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeads.jpg|thumb|none|600px|Aiming down the sights with the grenade launcher functional.]]&lt;br /&gt;
[[File:Bfv-m28-newgrenade.jpg|thumb|none|600px|Inserting a new grenade.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. Originally it was exclusive to the singleplayer campaign's stealth sections, but was added to multiplayer for the Medic class in the fourth week of the &amp;quot;Trial by Fire&amp;quot; chapter. In the singleplayer campaign, it is incorrectly depicted as having a magazine capacity of 6+1; the multiplayer corrects this to the proper 7+1. The multiplayer De Lisle also has a much faster fire rate than the singleplayer version at 93 RPM (109 with the &amp;quot;Machined Bolt&amp;quot; specialization), making it the fastest bolt-action weapon in the game.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:BFV Delisle (1).jpg|thumb|600px|none|The De Lisle Carbine in the hands of Solveig.]]&lt;br /&gt;
[[File:BFV Delisle (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Delisle (3).jpg|thumb|600px|none|Cycling the bolt. The bolt head incorrectly tilts up with the bolt.]]&lt;br /&gt;
[[File:BFV Delisle (4).jpg|thumb|600px|none|Reloading the .45 ACP magazine.]]&lt;br /&gt;
[[File:BFV Delisle (5).jpg|thumb|600px|none|The De Lisle on a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20. It is the slowest bolt action rifle at 49 RPM.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an aperture sight (other weapons use these scopes as well). The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys, Under No Flag, and Tirailleur chapters.&lt;br /&gt;
&lt;br /&gt;
The Kar98k bayonet is available as a melee weapon after completing an assignment for the German Elite Ernst Schubert.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (1).jpg|thumb|600px|none|The Kar98k in Wehrmacht hands.]]&lt;br /&gt;
[[File:BFV Kar98k (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Kar98k (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Kar98k (4).jpg|thumb|600px|none|Blocking the round from ejecting in a tactical reload.]]&lt;br /&gt;
[[File:BFV Kar98k (5).jpg|thumb|600px|none|Topping up with individual rounds.]]&lt;br /&gt;
[[File:BFV Kar98k (6).jpg|thumb|600px|none|Loading a 5-round stripper clip. This is not possible when a scope is equipped.]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (7).jpg|thumb|600px|none|The Kar98k with the swept-back mount and ZF4 scope.]]&lt;br /&gt;
[[File:BFV Kar98k (9).jpg|thumb|600px|none|A suppressed Kar98k with the ZF4 scope in the &amp;quot;Nordlys&amp;quot; singleplayer story.]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (8).jpg|thumb|600px|none|The Kar98k with the ZF42 scope and bipod.]]&lt;br /&gt;
[[File:Bfv-kar98aperture1.jpg|thumb|600px|none|The Kar98k with the &amp;quot;Aperture Sight&amp;quot;, which is based on the Parker Hale model 4 rear sight with a heavily oversized aperture. Its appearance is anachronistic as it was introduced in 1946 in reality.]]&lt;br /&gt;
[[File:Bfv-kar98aperture2.jpg|thumb|600px|none|Aiming down the &amp;quot;Aperture Sight&amp;quot;.]]&lt;br /&gt;
[[File:BFV Kar98k (10).jpg|thumb|none|600px|A &amp;quot;Mint&amp;quot; Karabiner 98k with a bayonet equipped. The &amp;quot;Mint&amp;quot; iron sights option removes the hood from the front sight.]]&lt;br /&gt;
[[File:BFV Kar98k (11).jpg|thumb|none|600px|ADS view of the hood-less front sight.]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red Dawn (1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is unlocked by the Recon at Rank 13. It deals the lowest body damage of all bolt-action rifles, but has one of the highest muzzle velocities.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second one in the magazine.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped Krag.]]&lt;br /&gt;
[[File:BFV Krag (7).jpg|thumb|none|600px|When topping off with one or two rounds, the rim of a cartridge is used to open the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III==&lt;br /&gt;
Some unusable [[Lee-Enfield No.1 Mk.III]] rifles are seen on the shooting range.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III - .303 British. Introduced in 1907, this was the official battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:BFVsmle1.jpg|thumb|none|600px|The SMLE in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk 1*]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a Mk.I(T) model, though several of the stock customization options give it a Mk.I(T) stock.&lt;br /&gt;
&lt;br /&gt;
It is the fastest bolt-action rifle at 72 RPM (84 RPM when specialized), but is hampered by a slow muzzle velocity at 500 m/s.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No.4 MK.I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible. It is anachronistic by 1 year on this map, as the map is set during the Rotterdam Blitz.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No.4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[File:BFV No.4 (6).jpg|thumb|none|600px|Running with a &amp;quot;Mint&amp;quot; Lee-Enfield equipped with its spike bayonet.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
[[File:BFV No.4(T) (1).jpg|thumb|none|600px|The Lee-Enfield No.4 Mk.I(T) in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue and in a flashback to the end of the ''Battlefield 1'' level &amp;quot;Storm of Steel&amp;quot;. Unusable G98s can be seen on the shooting range.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
[[File:BFV_g98_3.jpg|thumb|none|600px|An unusable G98 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerbüchse 39==&lt;br /&gt;
The [[Panzerbüchse 39]] will be added to multiplayer in Chapter 4.&lt;br /&gt;
[[Image:PzB-39-2.jpg|thumb|none|500px|PzB-39 Anti-tank rifle with spare ammunition box attached to the gun - 7,92×94 mm (Patrone 318) ]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first person cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[R.S.C. Mle 1917|RSC 1917]].&lt;br /&gt;
&lt;br /&gt;
The Ross was added in multiplayer as a Recon primary in the seventh week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 64 RPM, 6 RPM faster than the Mannlicher, another straight-pull bolt action rifle, and deals the same damage figures as the Lee-Enfield.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV Ross (1).jpg|thumb|none|600px|The Ross rifle in-game.]]&lt;br /&gt;
[[File:BFV Ross (2).jpg|thumb|none|600px|Aiming down the cropped iron sights.]]&lt;br /&gt;
[[File:BFV Ross (3).jpg|thumb|none|600px|Working the straight-pull bolt.]]&lt;br /&gt;
[[File:BFV Ross (4).jpg|thumb|none|600px|Loading individual .303 rounds.]]&lt;br /&gt;
[[File:BFV Ross (5).jpg|thumb|none|600px|Loading a wobbly stripper clip, similar to ''Battlefield 1''.]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
[[File:BFV-Ross-3.jpg|thumb|none|600px|The Ross from the chapter 2 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle, and is used by elite enemy snipers that show off scope glint when in use.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading. The rounds used are the same round-headed 8x50mmR as used on BF1's M1895, which is incorrect for the M95/30, which uses 8x56mmR rounds that have sharp-headed spitzer bullets.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
Unusable [[Winchester Model 1895]] rifles appear at the shooting range.&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:BFVM1895.jpg|thumb|none|600px|The Winchester on the left.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' are divided into two categories: Light Machine Guns and Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
The overheating animation is depicted more realistically compared to ''Battlefield 1'' for the most part, where instead of the Support soldier giving the charging handle a quick rack to &amp;quot;clear the heat&amp;quot;, they will instead replace the quick-change barrel. However, the Vickers K, the Darne M1922, MG34 (when equipped with the optional saddle drum magazines), and the S2-200 still use the charging handle heat-clearing animation, as the first two lack a quick-change barrel, though the latter two have overheat thresholds that are higher than the amount of ammunition contained within their respective magazines and thus will never play the animation.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, Lewis Gun, and LS/26 are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, Darne M1922, and the S2-200 are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun|Bren Mk 1]] is a Support LMG, unlocked at Rank 8. It fires at 514 RPM and has the same damage output as the Lewis Gun. Some customization options give it the barrel and sight assembly or stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 British]]&lt;br /&gt;
[[File:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[File:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren. Note that the front sight's protective wings have been removed.]]&lt;br /&gt;
[[File:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[File:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
[[File:BFV Bren (6).jpg|thumb|none|600px|A customized Bren in-game. Note the &amp;quot;Mint&amp;quot; iron sights, which give the gun a Mk2 barrel and sight assembly, as well as the front sight's wings.]]&lt;br /&gt;
[[File:BFV Bren (7).jpg|thumb|none|600px|Aiming down the Mk2 barrel's iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, as well as the Combined Arms game mode following the &amp;quot;Lightning Strikes&amp;quot; update. In Tirailleur, it is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Chauchat is planned to be made available for multiplayer in the Tides of War service.  It can also be found on a weapon crate in the &amp;quot;Harbor Headquarters&amp;quot; co-op mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[Image:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[Image:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[Image:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is used when empty. This is probably because the machine gun is in poor shape after thirty years and having been through one World War already, on top of the fact that it is a Chauchat.]]&lt;br /&gt;
[[Image:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
[[File:BFV Chauchat (6).jpg|thumb|none|600px|Collapsing the Chauchat's bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Darne machine gun==&lt;br /&gt;
The [[Darne machine gun]] was added in the fourth week of the &amp;quot;Lightning Strikes&amp;quot; chapter as the &amp;quot;M1922 MG&amp;quot;, in the MMG category. It fires at 770 RPM (lower than the real weapon's 1200 RPM) and uses 150 round belts by default, but can be upgraded to either fire at 900 RPM or use 250 round belts.&lt;br /&gt;
[[File:Darne M1922.jpg|thumb|none|500px|Darne M1922 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV M1922 (1).jpg|thumb|none|600px|The M1922 MG in German hands.]]&lt;br /&gt;
[[File:BFV M1922 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV M1922 (3).jpg|thumb|none|600px|Pulling the charging handle when overheated or reloading.]]&lt;br /&gt;
[[File:BFV M1922 (4).jpg|thumb|none|600px|Removing the disintegrating belt after pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1922 (5).jpg|thumb|none|600px|Inserting a new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti-Saloranta LS/26==&lt;br /&gt;
The Finnish [[Lahti-Saloranta LS/26]] was added on the fifth week of the &amp;quot;Trial By Fire&amp;quot; chapter as an LMG for the Support class. Its 20-round capacity and 600 RPM rate of fire puts it in-between the KE7 and the FG42: faster than the former, but slower than (and with the same capacity as) the latter.&lt;br /&gt;
[[File:Ls26s.jpg|thumb|none|400px|Lahti-Saloranta LS/26 - 7.62x54mm R]]&lt;br /&gt;
[[File:BFV LS (1).jpg|thumb|none|600px|The LS/26 machine gun in the freezing Norwegian fjord surrounding Narvik.]]&lt;br /&gt;
[[File:BFV LS (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV LS (3).jpg|thumb|none|600px|Removing a 20-round magazine.]]&lt;br /&gt;
[[File:BFV LS (4).jpg|thumb|none|600px|Pulling the bolt after an empty reload.]]&lt;br /&gt;
[[File:BFV LS (5).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]'' for the Support class at Rank 10. Statistics wise, it is similar to the Bren Gun, but the Bren is more controllable. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed, 97-round pan magazine, AA sights, and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BFV Lewis6.jpg|thumb|none|600px|The Lewis Gun with the &amp;quot;Arras&amp;quot; skin and 97-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] will be added in Chapter 5.&lt;br /&gt;
[[Image:BAR1918.jpg|none|thumb|450px|M1918A2 Browning Automatic Rifle - .30-06. This is a late-war version with an added carry handle.]]&lt;br /&gt;
[[File:Bfv-e3bar.jpg|thumb|none|600px|The BAR in the EA Play preview for Chapter 5.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen machine gun==&lt;br /&gt;
A shortened version of the [[Madsen machine gun]] appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|400px|Portuguese Madsen machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bfv-madsen.jpg|thumb|none|600px|The Madsen in the Chapter 4 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is the first medium machine gun unlocked, at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and it can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one.  There is a separate overheating animation for the gun with the saddle drum, wherein the charging handle is used to &amp;quot;clear the heat&amp;quot;.  However, it will never play within the game itself as the &amp;quot;chrome lining&amp;quot; (slower overheat) spec is a pre-requisite for the drum mag specialization; &amp;quot;Chrome Lining&amp;quot; raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on the &amp;quot;Twisted Steel&amp;quot; map.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun unlocked at Support Rank 20, It fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
The icon for the MG42 depicts it with a belt drum equipped, but in-game it can only use fifty-round (or 250-round with the appropriate specialization) belts.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as the &amp;quot;Gold Plated&amp;quot; visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42. Other weapons also have it available as a muzzle option.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG42 (1).jpg|thumb|none|600px|The MG42 in game. The map is set during the Battle of Arras, so it is anachronistic by 2 years.]]&lt;br /&gt;
[[File:BFV MG42 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG42 (3).jpg|thumb|none|600px|Pulling the charging handle in an empty reload in a similar manner to the MG34.]]&lt;br /&gt;
[[File:BFV MG42 (4).jpg|thumb|none|600px|Loading a fresh belt of 7.92mm.]]&lt;br /&gt;
[[File:BFV MG42 (5).jpg|thumb|none|600px|Using a used brass casing to pull out a piping hot barrel.]]&lt;br /&gt;
[[File:BFV MG42 (6).jpg|thumb|none|600px|Installing a new, ice cold barrel.]]&lt;br /&gt;
[[File:BFV MG42 (7).jpg|thumb|none|600px|Closing the barrel assembly.]]&lt;br /&gt;
[[File:bfv-mg42muzzlegold.jpg|thumb|none|600px|The &amp;quot;Gold Plated&amp;quot; barrel modification for the MG42. Other barrel modifications also use the post-1943 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S2-200==&lt;br /&gt;
The Austrian/Swiss made [[Steyr-Solothurn S2-200]] was added in the first week of the &amp;quot;Defying the Odds&amp;quot; chapter as an MMG for the Support class, despite the real weapon being an LMG. Its 30-round capacity puts it beside the Bren Gun, and its 770 RPM puts it near the MG34 (or the M1922 at 900 RPM with a specialization), but its MMG categorization forces the user to deploy the bipod. It is also the only MMG that cannot overheat.&lt;br /&gt;
&lt;br /&gt;
The version modeled is actually the 31.M, used by Hungary, most notably differing by being chambered in 8x56mmR Steyr instead of 7.92x57mm Mauser. This makes the 30-round capacity incorrect, as it should only hold 25 rounds; it also should not share identical damage with the 7.92mm Mauser MGs, but does.&lt;br /&gt;
[[File:MG 30.jpg|thumb|none|400px|Steyr-Solothurn S2-200 / Hungarian 31.M - 8x56mmR Steyr]]&lt;br /&gt;
[[File:BFV MG30 (1).jpg|thumb|none|600px|The S2-200 in hand. Note that the magazine is significantly more curved than the original Swiss 7.92mm Mauser version.]]&lt;br /&gt;
[[File:BFV MG30 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG30 (3).jpg|thumb|none|600px|Removing the 30-round magazine and...]]&lt;br /&gt;
[[File:BFV MG30 (4).jpg|thumb|none|600px|...inserting a new one. Note the 31M marking on the gun; this is the Hungarian variant of the S2-200.]]&lt;br /&gt;
[[File:BFV MG30 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) was added in the first week of the &amp;quot;Overture&amp;quot; chapter as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM, but can be upgraded to 981 RPM, or upgraded with a 100-round extended magazine. Unlike the reference image, the in-game weapon uses AA sights and can be equipped with the stock of the mounted version.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K with the &amp;quot;White Tiger&amp;quot; skin equipped.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading. Note that the bipod is missing, but still functions in-game. This was fixed in the &amp;quot;Lightning Strikes&amp;quot; update.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
[[File:Vickersk.jpg|thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:BFV Vickers K grip.jpg|thumb|none|600px|The Vickers K grip assembly as seen in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class as a spotting flare to locate enemies. Unlike in ''Battlefield 1'' where the spotting area of effect is the same regardless of surface-to-ground distance, the spotting AoE in BFV is now based on how high the Leuchtpistole is shot in the air.&lt;br /&gt;
&lt;br /&gt;
In the ''Firestorm'' game mode, the Leuchtpistole can be looted in five different variations, and are color-coded: red for artillery strikes, green for supply drops, blue for vehicle drops, yellow for a V1 flying bomb airstrike, and gray for spotting.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade Launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun) is a dedicated gadget called &amp;quot;Frag/Smoke Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using frag grenades and the latter using smoke grenades. The weapon functions differently from its counterpart in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|500px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the frag version. Note the gas check disk screwed onto the Mills bomb, a correct detail.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bazooka==&lt;br /&gt;
The [[M1A1 Bazooka]] appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 &amp;quot;Bazooka&amp;quot; - 2.36&amp;quot; rocket]]&lt;br /&gt;
[[File:BFV Bazooka trailer.jpg|thumb|600px|none|The M1 Bazooka in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single-player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] (Projectile, Infantry, Anti Tank) is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar, and because of this, it is more suited to close range attacks, reflecting its short-range effectiveness in real life.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades.&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[File:BFV Sturmpistole (1).jpg|thumb|none|600px|Equipping the Sturmpistole, first the character unfolds the stock...]]&lt;br /&gt;
[[File:BFV Sturmpistole (2).jpg|thumb|none|600px|...and flips up the unused front sight.]]&lt;br /&gt;
[[Image:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[Image:BFV-sturmpis2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] is seen lying in the company hangar. It is also to be added to multiplayer as a playable weapon.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Einstossflammenwerfer 46==&lt;br /&gt;
The [[Einstossflammenwerfer 46]] is yet to be added to multiplayer.&lt;br /&gt;
[[Image:Einstossflammenwerfer461.jpg|thumb|none|350px|Einstossflammenwerfer 46]]&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from a [[M2 Flamethrower]]. Presumably, this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
[[File:BFV-Flammenwerfer.jpg|thumb|none|600px|Billy has succeeded in sneaking up to a Flametrooper and inspects the mess.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Like in BF1, grenades are thrown instantly when pressing the grenade key. For many of the images below, a glitch has been performed so that the player character appears to hold the grenade, which is normally not possible in gameplay.&lt;br /&gt;
&lt;br /&gt;
==Breda Mod. 35==&lt;br /&gt;
An Italian Breda Mod. 35 grenade is seen hanging on the German &amp;quot;Baron von Zorn&amp;quot; uniform.&lt;br /&gt;
[[File:BredaGrenade.jpg|thumb|none|200px|Breda Mod. 35 grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The grenade under the STG-44, left.]]&lt;br /&gt;
[[File:BFV-Bredagrenade2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==Breda Mortar Bomb==&lt;br /&gt;
On the German &amp;quot;Veiled Threat&amp;quot; uniform can be seen several 45mm Breda &amp;quot;Red Devils&amp;quot; mortar bombs.&lt;br /&gt;
[[File:BFV-BredaMortargrenade.jpg|thumb|none|600px|The bombs on the chest.]]&lt;br /&gt;
&lt;br /&gt;
==Bomba a Mano Mod. 35, O.T.O.==&lt;br /&gt;
A [[Bomba a Mano Mod. 35, O.T.O.]] grenade is also seen hanging on the &amp;quot;Baron von Zorn&amp;quot; uniform along with the Breda grenade.&lt;br /&gt;
[[Image:Italian Bomba a Mano Mod 35 OTO.jpg|thumb|none|150px| Bomba a Mano Mod. 35, O.T.O. High-Explosive hand grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The lower hanging  grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
[[Hafthohlladung Anti Tank Mine]]s can be found in a few campaign missions, appearing as the &amp;quot;Shaped Charge&amp;quot;. They behave similarly to the ''Limpet Mine'' explosive from ''Battlefield 1''. The HHL mine is not currently available in multiplayer.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|200px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:BFV Haftholladung (1).jpg|thumb|none|600px|The ''Hafthohlladung'' in the hands of Billy Bridger.]]&lt;br /&gt;
[[File:BFV Haftholladung (2).jpg|thumb|none|600px|Popping the safety cap up.]]&lt;br /&gt;
[[File:BFV Haftholladung (3).jpg|thumb|none|600px|The ''Hafthohlladung'' in the air.]]&lt;br /&gt;
[[File:BFV Haftholladung (4).jpg|thumb|none|600px|The ''Hafthohlladung'' in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Hawkins Grenade==&lt;br /&gt;
The Hawkins Grenade will be added to the game as a usable grenade.&lt;br /&gt;
&lt;br /&gt;
It also makes appearance on the &amp;quot;Highlander&amp;quot;, &amp;quot;Scottish Play&amp;quot; and &amp;quot;Robert the Bruise&amp;quot; outfits in multiplayer. It is shown to be secured with straps to the legs on these outfits which appears to be based on the famous photo of Eisenhower speaking with paratroopers of the 101st Airborne just prior the Normandy landings.&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire. The Frag Grenade Rifle also fires Mills Bombs with gas check plates.&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:Mills No 36 Rifle Grenade.JPG|thumb|none|200px|No. 36 Mk. I &amp;quot;Mills Bomb&amp;quot; with gas check attached for use as a rifle grenade.]]&lt;br /&gt;
[[File:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
[[Mk 2 hand grenade]]s appear on the &amp;quot;Scottish Play&amp;quot; and &amp;quot;Flim-Flam&amp;quot; outfits in multiplayer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:Bfv-mk2grenadeoutfit.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for both factions. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Union Jacked, Royal Motivations, AKA, and the Ratburner outfits.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
[[Image:Bfv-M18grenadeoutfit.jpg|thumb|600px|none|The Union Jacked outfit, with the M18 hanging in the right back side.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Germans.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade for the Support class. It can stick to any surface, but can be countered by Zimmerit paste when applied to German tanks.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to both factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;AP Mine&amp;quot;. It is a starting gadget for the Recon class, and can also be unlocked by the Medic and Support classes. As in real life, when triggered it bounces upwards and delivers high damage.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support classes, named the &amp;quot;AT Mine&amp;quot;. As the name implies, it can severely damage enemy tanks when driven through, but can be destroyed by gunfire or deactivated by the Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range, resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the game. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank. The Flakvierling's appearance in the base game is anachronistic by 4 years, as it was introduced in 1944.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing being towed.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
[[File:BFV-flak38_5.jpg|thumb|600px|none|Manning the Flakvierling from the inside of a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
German Stuka dive bombers can be equipped with 3.7 cm ''Bordkanonen''.&lt;br /&gt;
[[File:BFV-bk1.jpg|thumb|600px|none|A ''Bordkanone'' near a destroyed Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans. It can also be fitted in the Panzer IV at Rank 3 of its specialization tree, and is also mounted on top of a Sd.Kfz. 251 halftrack for the Germans as a Squad Reinforcement (9850 points), named &amp;quot;Pakwagen&amp;quot;.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
[[Image:BFV PAK-Panzer.jpg|thumb|600px|none|The &amp;quot;Pak 40 L/43&amp;quot; mounted on the turret of a Panzer IV as a specialization, which is actually the 7.5 cm KwK 40.]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (1).jpg|thumb|600px|none|The Pak 40 mounted on a Hanomag (Sd.Kfz. 251 Pakwagen).]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (2).jpg|thumb|600px|none|Manning the gun in the Hanomag.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 18==&lt;br /&gt;
Several 8.8 cm FlaK 18s can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[Image:BFV-flak2-0.jpg|thumb|600px|none|Left view of a FlaK 18 in the campaign.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|Right view. Note the single-piece barrel, which distinguishes it from a FlaK 36.]]&lt;br /&gt;
[[Image:BFV-flak2-1.jpg|thumb|600px|none|Close up of the gun cradle without the FlaK 37 pointer dials.]]&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the Airborne, Frontlines, and Rush multiplayer modes. Defenders can fire them as quickly as they reload, and are most effective when enemies are spotted; without any spotted enemies, the shell will simply land somewhere in the playable area. Some objectives are radio stations instead, which can call in a strike from howitzers somewhere outside the map, and are functionally identical in terms of gameplay.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|400px|21 cm-Mörser 18 - 210 mm]]&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Mörser 18 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
[[File:BFV Bren Mounted (1).jpg|thumb|600px|none|Manning the Bren with a drum magazine. Note the sights have been changed.]]&lt;br /&gt;
[[File:BFV Bren Mounted (2).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFV Bofors.jpg|thumb|600px|none|The Bofors turret in the Valentine AA tank, which itself is supposed to represent the Crusader III, AA Mk I, but actually it is just the Crusader's turret on the game's Valentine chassis.]]&lt;br /&gt;
[[File:BFV-bofors2.jpg|thumb|600px|none|Manning the Bofors from the inside.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II==&lt;br /&gt;
British planes like the Spitfire and the Mosquito are armed with [[Browning AN/M2|Browning .303 Mk II]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:BFV-Browning303.jpg|thumb|600px|none|Four Brownings mounted in the Mosquito's noise.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head on. Note the Calliope tank in the bankground.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
Spitfires can be upgraded with two [[Hispano-Suiza HS.404]].&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum 20x110mm]]&lt;br /&gt;
[[File:BFV_Hispano.jpg|thumb|none|600px|A Hispano mounted in the Spitfire's wing.]]&lt;br /&gt;
&lt;br /&gt;
==MG 151/20==&lt;br /&gt;
German Messerschmitt Bf 109 fighters are armed with [[MG 151 cannon|MG 151/20 cannon]]s. Other planes like the JU 88 can be upgraded with those as well.&lt;br /&gt;
[[File:mg15120.jpg|thumb|400px|none|Mauser MG 151/20, standard propeller dome armament for the Messerschmitt Bf 109 - 20x82mm.]]&lt;br /&gt;
&lt;br /&gt;
==MG17==&lt;br /&gt;
[[MG17 machine gun]]s are mounted on German planes.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|400px|MG17 machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-mg17.jpg|thumb|600px|none|An MG17 mounted on a Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==MG34 Panzerlauf==&lt;br /&gt;
The [[MG34|MG34 Panzerlauf]] variant, fitted with the saddle drum magazine, is mounted to various German vehicles and as a standalone stationary weapon, while the belt-fed MG34 Panzerlauf is mounted in the hull and coaxial mounts of German tanks. In the second January 2019 patch, the mounted MG34 stationary weapon previously only seen in the campaign was added to multiplayer, replacing the Vickers as the German constructible stationary MG.&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(1).jpg|thumb|600px|none|The MG34 mounted on the backseat of a Kubelwagen; the Panzerlauf (Armored Barrel) barrel can be seen here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(2).jpg|thumb|600px|none|Manning the mounted MG34.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(3).jpg|thumb|600px|none|Aiming. While the sights aren't properly aligned, the actual point of impact is also higher than the front sight, so this common video game issue actually makes a bit more sense here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(4).jpg|thumb|600px|none|The stationary MG34 added with the second January 2019 patch. This is the rear view.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(5).jpg|thumb|600px|none|The front view of the same weapon.]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[Image:BFV Oerlikon.jpg|thumb|none|600px|Three Oerlikon cannons mounted on a Valentine chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Allied counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun. It is also mounted on top of a T48 GMC halftrack as a Squad Reinforcement for the British at 9850 Requisition Points.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is the buildable stationary heavy MG for the British faction. It uses the same animations as ''Battlefield 1'''s Maxim, but its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British - .303 British]]&lt;br /&gt;
[[Image:Bfv-vickers1.jpg|thumb|600px|none|The front of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers2.jpg|thumb|600px|none|The rear of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers3.jpg|thumb|600px|none|Using the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers4.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bfv-mg42muzzlemint.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification for the MG42 uses the post-1940 Mark II blast deflector for the Vickers. Other muzzle modifications also use the blast deflector.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic customization options in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
[[Image:Bfv-stgmuzzlechrome.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the StG 44. Other muzzle modifications also use the Colt Monitor cutts compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti L-39==&lt;br /&gt;
The muzzle of the Finnish [[Lahti L-39]] anti-tank rifle is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Lahti_with_PKM_for_size.jpg|thumb|none|450px|Lahti L-39 with a [[PK Machine Gun]] for scale - 20x138mm B]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle1.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the Kar98k.]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle2.jpg|thumb|600px|none|The &amp;quot;Liberte&amp;quot; muzzle modification for the LS/26.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
An M9 flash hider (a late-war attachment for the [[M3 &amp;quot;Grease Gun&amp;quot;]]) is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[Image:Bfv-mp34muzzleghost.jpg|thumb|600px|none|The &amp;quot;Ghost&amp;quot; muzzle modification for the MP34; other muzzle options also use the M9 flash hider model, sometimes with different textures.]]&lt;br /&gt;
&lt;br /&gt;
==PTRD-41==&lt;br /&gt;
A muzzle from a [[PTRD-41]] is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|500px|PTRD-41 Anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Bfv-mg42muzzleblued.jpg|thumb|600px|none|The &amp;quot;Blued&amp;quot; barrel modification for the MG42. Other barrel modifications also use the PTRD-41 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==Reising M50==&lt;br /&gt;
The cutts compensator from a [[Reising Submachine Gun|Reising M50]] submachine gun is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Reising m50-1.jpg|thumb|none|500px|Reising M50 (full stock variant) - .45 ACP. Fitted with Cutts compensator and 20 round double stack magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as a visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
[[Image:Bfv-nightowlbarrel.jpg|thumb|600px|none|The &amp;quot;Night Owl&amp;quot; barrel modification. Other barrel modifications also use the Mk V barrel shroud and front sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenmintmuzzle.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification. Other muzzle modifications also use the Mk I muzzle.]]&lt;br /&gt;
[[Image:Bfv-stengoldstock.jpg|thumb|600px|none|The &amp;quot;Gold Plated&amp;quot; stock modification. Other stock modifications also use the Mk I stock.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I*==&lt;br /&gt;
The Sten Mk 1* stock is an available visual modification of the Sten's &amp;quot;stock&amp;quot; component.&lt;br /&gt;
[[Image:Sten MkI star.jpg|thumb|none|400px|Sten Mk I* - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenchromedstock.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; stock modification. Other stock modifications also use the Mk I* stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1283467</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1283467"/>
		<updated>2019-07-13T14:54:23Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Machine Guns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=Battlefield V Cover Art.jpg&lt;br /&gt;
|caption=''Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the third entry to be set chiefly in World War 2 (the first since ''[[Battlefield: 1943]]'').&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;
Like in previous Battlefield games, players can select one from four classes (Assault, Medic, Support and Recon). The Assault class wields select-fire and faster semi-automatic rifles, the Medic class uses submachine guns and bolt-action carbines, the Support class uses machine guns and shotguns, and the Recon class uses bolt-action and slower semi-automatic rifles (the latter are referred to as &amp;quot;self-loading rifles&amp;quot;), as well as pistol carbines and anti-materiel rifles. These four classes are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can use the &amp;quot;Engineer&amp;quot; combat role, with increased fortification-building capabilities).&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, replaced with an upgrade tree. Weapon finishes are now split into multiple parts, and can change the physical appearance of the weapon as well as its finish.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, an M1911 is used by the machine gunner in the final scene of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story. Like in ''Battlefield 1'', the hammer never moves and stays in the cocked position.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as in ''Battlefield 1'', other than that the player character actually catches the spent mag on a non-empty reload instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is the last sidearm unlocked, at rank 19 of any class. It serves as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). While it starts out with a sensible four rounds in reserve, resupplying brings it up to fifty - somewhat reasonable if not for the fact that the reload animation shows the new round being taken from the grip compartment, which is obviously too small to fit fifty rounds.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from ''Battlefield 1''. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908. Like in ''Battlefield 1'', it does not lock back on the last shot, instead repeating the standard firing animation with the toggle assembly going forward, with the toggle assembly then magically locking back, despite the fact that all other pistols had this error fixed. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. The reload animations for the Luger are reused from ''Battlefield 1''. Note the lack of trigger discipline, an accurate detail considering that the technique was not used during World War II.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Luger Carbine===&lt;br /&gt;
A rare [[Luger|Luger Carbine]] with a ''Trommelmagazin 08'' snail drum magazine was added in the seventh week of the &amp;quot;Trial By Fire&amp;quot; chapter as a primary weapon for the Recon class, under the category &amp;quot;Pistol Carbine&amp;quot;. It is also distinguished by the P08's absence of a grip safety, a feature of modern-produced Luger carbines. To balance the high capacity, the reload animation is slower than in BF1. It can somewhat bizarrely fit short-range scopes; to accomplish this without preventing the weapon's short-recoil mechanism from working, these are attached to the side of the handguard instead of the barrel, removing the original rear sight in the process.&lt;br /&gt;
[[File:Luger carbine.jpg|thumb|none|450px|Rare Model 1900/1902 Luger carbine - 7.65x21mm Luger]]&lt;br /&gt;
[[File:Luger-P08ArtilleryWDrum.jpg|thumb|none|350px|Luger LP08 &amp;quot;Artillery&amp;quot; with 32-round ''Trommelmagazin 08'' snail drum magazine - 9x19mm Parabellum]]&lt;br /&gt;
[[File:BFV P08 Car (1).jpg|thumb|600px|none|The Luger P08 Pistol Carbine in idle.]]&lt;br /&gt;
[[File:BFV P08 Car (2).jpg|thumb|600px|none|Aiming down the sights - a bit cropped open, but not nearly as much so as the pistol variant. Note that when aiming, the character's left hand moves up and grips the forend. This also occurs when sprinting with the Luger carbine.]]&lt;br /&gt;
[[File:BFV P08 Car (3).jpg|thumb|600px|none|Removing a magazine during a non-empty reload.]]&lt;br /&gt;
[[File:BFV P08 Car (4).jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:BFV P08 Car (5).jpg|thumb|600px|none|When empty, the magazine release is pressed...]]&lt;br /&gt;
[[File:BFV P08 Car (6).jpg|thumb|600px|none|..then a new magazine is inserted from the right. Note that the left thumb in this animation will actually clip through some of the alternate sight options.]]&lt;br /&gt;
[[File:BFV P08 Car (7).jpg|thumb|600px|none|Pulling the toggle lock mechanism to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Carbine==&lt;br /&gt;
The carbine [[Mauser C96]] will return from ''Battlefield 1'', as shown in dog tags.&lt;br /&gt;
[[File:C96 Carbine.jpg|thumb|500px|none|Mauser C96 Carbine  - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Mauser C96 20 Round.jpg|thumb|none|400px|Mauser C96 (early model) with 20-round fixed magazine]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game, unlocked at Rank 1 of any class. It fires at 449 RPM, the fastest of all sidearms, but is hampered by a lower damage output. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round. Note the trigger discipline, unlike with the Luger P08 the character this time decides to anachronistically employ modern safety techniques.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1'', again as the &amp;quot;Repetierpistole M1912&amp;quot;. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away, explaining how they're kept. Unlike the M1911 (and like the P38 and Mk VI), the hammer actually moves, though gameplay requirements mean that it does this ''after'' a shot has been fired.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole M1912&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm. The game correctly portrays the P38 ejecting its casings to the left.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] returns from ''Battlefield 1'' as the &amp;quot;Mk VI Revolver&amp;quot;. It is unlocked at Rank 15 of any class and has the highest damage output of any sidearm.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Mk VI, note that it is held much further out than in Battlefield 1.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Opening up the cylinder. As with the last game, it correctly shows which rounds have been fired; in this case, all were expended.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod==&lt;br /&gt;
The [[Welrod Pistol]] appears in the Chapter 4 trailer. It appears to be a hybrid of both models, having the front sight near the muzzle like the Mark II, but having a trigger guard like the Mark I.&lt;br /&gt;
[[Image:HPIM0965.jpg|thumb|none|400px|Welrod pistol Mark II - .32 ACP.]]&lt;br /&gt;
[[Image:Welrod.jpg|thumb|none|400px|Welrod pistol Mark I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-welrod.jpg|thumb|600px|none|The Welrod in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in the twelfth week of the Trial By Fire chapter as the &amp;quot;MAB 38&amp;quot;. It comes with 20-round magazines as default, but can be upgraded to use 30-round magazines with a specialization.&lt;br /&gt;
&lt;br /&gt;
The MAB 38 introduces a new weapon detail to the series, with the bolt actually staying dropped forward when the gun is entirely out of ammo, which persists even when switching through other weapons/gadgets (unlike other weapons). The system is slightly buggy when the weapon ''does'' have ammo left however, as the MAB 38's bolt sometimes appears closed when it shouldn't be. This happens when switching from certain gadgets (SMLE launcher, build tool, throwing a grenade), but the issue can be fixed by switching to other items (sidearm, medkit) or by performing an empty reload.&lt;br /&gt;
[[Image:Beretta Model 38A.jpg|thumb|none|450px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:BFV MAB 38 (1).jpg|thumb|none|600px|Standing near a Luftwaffe glider with the Model 38A.]]&lt;br /&gt;
[[File:BFV MAB 38 (2).jpg|thumb|none|600px|View down the iron sights of the SMG.]]&lt;br /&gt;
[[File:BFV MAB 38 (3).jpg|thumb|none|600px|Reloading a 20-rounder magazine.]]&lt;br /&gt;
[[File:BFV MAB 38 (4).jpg|thumb|none|600px|Pulling the bolt back open.]]&lt;br /&gt;
&lt;br /&gt;
==BSA Welgun==&lt;br /&gt;
The BSA Welgun, a crude SMG developed by the British Special Operations Executive, is yet to be added in multiplayer. So far, only dog tags confirm its existence in the game.&lt;br /&gt;
[[File:Welgun.jpg|thumb|none|400px|Birmingham Small Arms Welgun - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The [[Erma EMP]] is unlocked at rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be visually modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. Note the mounted 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile. In-game, however, it is an available sight for several weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is unlocked at rank 10 of the Medic class. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines from the Lanchester and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Holding the MP28. The underhanded grip of the magazine well is certainly unorthodox, but at least better than gripping the magazine itself.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine from the British Lanchester.]]&lt;br /&gt;
&lt;br /&gt;
==Lanchester Mk.I==&lt;br /&gt;
The British copy of the [[Haenel-Schmeisser MP28/II]], the [[Lanchester Mk.I]], is yet to be added to multiplayer. Only dog tags confirm its appearance in game. Files indicate that the Lanchester fires at 600 RPM and is the direct opposite of the MP28, as the Lanchester favors aiming down sights unlike the MP28.&lt;br /&gt;
[[File:Lanchester early model.jpg|thumb|none|400px|Lanchester Mk.I - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is unlocked at rank 6 of the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten. Some of the barrel cosmetic options remove the resting plate under the barrel, a feature of the [[MP41]].&lt;br /&gt;
&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|400px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|Holding the MP40.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The player character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is unlocked at rank 20 of the Medic class. By default it has a 20-round magazine, but can be upgraded with a 50-round drum magazine. An M1928A1 with a 30-round drum magazine (identical to the multiplayer's 50-round drum) is the starting weapon for Billy Bridger in the &amp;quot;Under No Flag&amp;quot; War Story (though he uses a Sten in cutscenes), and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags. It was originally inaccurately portrayed as full-auto only, but a semi-auto mode was added in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
The cutts compensator of the M1928A1 Thompson is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:Submachine gun M1928 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 20-round magazine and without Cutts compensator - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (1).jpg|thumb|600px|none|The M1928A1 Thompson with a 20-round magazine held by a British soldier...]]&lt;br /&gt;
[[File:BFV M1928 (2).jpg|thumb|600px|none|...and another one with the 50-round drum magazine. Note that the position in which the weapon is held has changed compared to the previous shot, possibly to represent the increase in weight.]]&lt;br /&gt;
[[File:BFV M1928 (3).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1928 (4).jpg|thumb|600px|none|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV M1928 (5).jpg|thumb|600px|none|...then inserting a fresh 20-round magazine. Note the Cutts compensator; by default the M1928A1 does not have one, but all the muzzle visual customization options give it one.]]&lt;br /&gt;
[[File:BFV M1928 (6).jpg|thumb|600px|none|Removing the drum magazine to the right...]]&lt;br /&gt;
[[File:BFV M1928 (7).jpg|thumb|600px|none|...and inserting a fresh drum to the left.]]&lt;br /&gt;
[[Image:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (8).jpg|thumb|none|600px|The &amp;quot;Sandstorm&amp;quot;, &amp;quot;Patches&amp;quot;, and &amp;quot;Countryside&amp;quot; sight customization options give the M1928A1 an M1-style simplified rear sight.]]&lt;br /&gt;
[[File:BFV M1928 (9).jpg|thumb|none|600px|Looking down the M1-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Patchett Machine Carbine==&lt;br /&gt;
The predecessor to the [[Sterling]], the Patchett Mk I, is yet to be added to multiplayer, and is only confirmed in three dog tags. &lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|400px|Patchett Machine Carbine Mk 1 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0; in an extreme rarity for video games and media in general, its name is in all-caps, as it is an acronym. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced. The integrally-suppressed [[Sten Mk II(S)|Mk II(S)]] variant appears in the Tirailleur campaign.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the Sten.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
[[Image:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk II(S) - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (1).jpg|thumb|none|600px|A suppressed Sten in Deme's hands. It can fire in full auto, which is impractical due to overheating, as integrally suppressed Stens are meant to be fired in short bursts or semi auto.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (2).jpg|thumb|none|600px|View of the suppressor.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (3).jpg|thumb|none|600px|The suppressed Sten in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine. The Suomi has the highest rate of fire for the SMGs, with 770 RPM (981 RPM when specialized).&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into the KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] was added to multiplayer in the first week of the &amp;quot;Lightning Strikes&amp;quot; chapter, as an SMG for the Medic class. By default, it has a 30-round box magazine and fires at 514 RPM, but can be upgraded to have a larger 40-round box magazine, or a faster rate-of-fire of 720 RPM.&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm. This is the base version with folding bipod and detachable barrel.]]&lt;br /&gt;
[[File:Bfv-zk383promo.jpg|thumb|none|600px|A promotional image for the &amp;quot;Lightning Strikes&amp;quot; chapter, showing a German soldier holding a ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-2.jpg|thumb|none|600px|The ZK-383 from the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV-ZK383-Idle.jpg|thumb|none|600px|Holding the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV-ZK383-Reload.jpg|thumb|none|600px|Reloading the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Charginghandle.jpg|thumb|none|600px|Pulling back the charging handle.]]&lt;br /&gt;
[[File:BFV-ZK383-Bipod.jpg|thumb|none|600px|The ZK-383 with its bipod deployed.]]&lt;br /&gt;
[[File:BFV-ZK383-Extendedmag.jpg|thumb|none|600px|The ZK-383 with a 40 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'' with the same &amp;quot;12g Automatic&amp;quot; name, now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
[[File:BFV Auto-5 (5).jpg|thumb|none|600px|The Browning A-5 with a ribbed barrel and extended magazine tube in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a Support class primary weapon, unlocked at Rank 13. It is the fastest of all currently available shotguns at 200 RPM (225 with the Trigger Job specialization). In real life the left barrel was used to fire slugs, but in the game both barrels fire buckshot. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle, dealing similar damage figures to the Recon's bolt-action rifles.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] shotgun. The shotgun is currently not present in BFV.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free from December 19, 2018 to January 3, 2019. As in BF1, it cannot be chamberloaded and only holds 5 rounds instead of 5+1. It is the slowest firing shotgun in the game at 100 RPM, much slower than it was in the previous game, and also cannot be slamfired (again unlike its appearance in ''BF1''). However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
A bayonet can be equipped at rank 4.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
[[File:BFV M1897 (4).jpg|thumb|none|600px|Firing a bayonet-equipped Winchester 1897.]]&lt;br /&gt;
[[File:BFV M1897 (5).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:BFV M1897 (6).jpg|thumb|none|600px|The pumping animation as seen in the from-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Self-Loading Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exceptions are the Steyr Mannlicher M1895/30 and the AG-42 Ljungman, as the former's en-bloc clip function requires the scope be mounted forward of the ejection port to not obstruct clip feeding/ejection, and the latter's charging mechanism also prohibits the use of receiver-mounted scopes.&lt;br /&gt;
&lt;br /&gt;
Semi-automatic rifles issued to the Assault class appear under the “Semi-Auto Rifle” designation while semi-automatic rifles issued to the Recon class are labeled as “Self-Loading Rifles.” While ultimately just two different terms for the same type of rifle, the former name differentiates the Assault's rifles from its ''full-auto'' rifles, while the latter name differentiates the Recon's rifles from its ''manually-operated'' rifles.&lt;br /&gt;
&lt;br /&gt;
==Ag m/42==&lt;br /&gt;
The [[AG-42 Ljungman|Ag m/42]] was added as an Assault self-loading rifle with the fourth week of the &amp;quot;Overture&amp;quot; chapter. It fires at 450 RPM and deals the same damage as the M1A1 Carbine, and like the Gewehr 43, it can be upgraded to accept detachable magazines. The animation for non-empty reloading without detachable magazines accurately shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|500px|Automatgevär m/42 with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==Breda M1935 PG==&lt;br /&gt;
The [[Breda M1935 PG]] appears in the Close Quarters promotional art. It is unknown if the Breda will be exclusive to the Close-Quarters maps or will be used in the base multiplayer.&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda M1935 PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:BFV Breda promotional.jpg|thumb|600px|none|The Breda M1935 PG in the hands of the Red Devil, the British para in the middle. Note the 20-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The second pattern [[FG 42]] is categorized as an LMG and used by the Support class at Rank 16. It has the lowest capacity of all LMGs in the base game, and has the highest vertical recoil kick. It can also mount a bayonet, though the bayonet is not shown in the stowed position when not equipped.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 1st pattern FG 42, is used to mount various sights to different weapons. The stock of the 1st version is also available as a cosmetic option. The FG 42 muzzle is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV FG42 (1).jpg|thumb|600px|none|FG 42 in hand. On this level, the second pattern model is anachronistic by about 2 years.]]&lt;br /&gt;
[[File:BFV FG42 (2).jpg|thumb|600px|none|Aiming down the sights. Although difficult to see, the sights are set for 500 meters. This is not reflected in gameplay.]]&lt;br /&gt;
[[File:BFV FG42 (3).jpg|thumb|600px|none|Removing a 20-round magazine...]]&lt;br /&gt;
[[File:BFV FG42 (4).jpg|thumb|600px|none|...and loading a new one.]]&lt;br /&gt;
[[File:BFV FG42 (5).jpg|thumb|600px|none|Pulling the open bolt charging handle.]]&lt;br /&gt;
[[File:FG42.jpg|thumb|none|500px|‎FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom)]]&lt;br /&gt;
[[File:BFV FG42 (6).jpg|thumb|600px|none|The ZF4 scope mounted on the FG 42. Note that this uses the earlier model's scope mount.]]&lt;br /&gt;
[[File:BFV FG42 (7).jpg|thumb|600px|none|The Mark III Free Mounted Gun Reflector Sight mounted on the FG 42. In reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is a self-loading rifle available in the game, unlocked by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot;, which is set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note that the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold an additional round in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
The select fire variant fires at 670 RPM, and is statistically identical to the Sturmgewehr 44, while its semi-automatic variant fires at 360 RPM, and has the highest capacity of all semi-automatic rifles in the base game.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps are all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|The left hand is used to rechamber this variant.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The Polish [[Kbsp wz. 38M]] was added in the third week of the &amp;quot;Defying the Odds&amp;quot; chapter as a semi-auto rifle for the Assault class, called the &amp;quot;Karabin 1938M&amp;quot; (&amp;quot;Karabin&amp;quot; being Polish for &amp;quot;carbine&amp;quot;, and what the &amp;quot;Kb&amp;quot; in &amp;quot;Kbsp&amp;quot; stands for). Unlike the other stripper-clip fed semi-auto rifles in the Assault class that allow detachable magazines via specialization, the Kbsp's magazine is fixed, and cannot be removed through any in-game means. It fires at 300 RPM, 60 RPM slower than the Gewehr 43, and has two chambering animations: one for empty reloads that uses the trigger to close the bolt akin to the ZH-29, and one for tactical reloads that uses the charging handle.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|500px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Karabin (1).jpg|thumb|none|600px|The Kbsp in German hands in North Africa, likely a war trophy from 1939's prelude.]]&lt;br /&gt;
[[File:BFV Karabin (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Karabin (3).jpg|thumb|none|600px|A ''very'' close-up look on the use of the hand to block ejecting bullets in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (4).jpg|thumb|none|600px|Reloading individual 8mm Mauser rounds.]]&lt;br /&gt;
[[File:BFV Karabin (5).jpg|thumb|none|600px|Using the charging handle to chamber a round in a tactical reload.]]&lt;br /&gt;
[[File:BFV Karabin (6).jpg|thumb|none|600px|Inserting a 5-round clip.]]&lt;br /&gt;
[[File:BFV Karabin (7).jpg|thumb|none|600px|Using the trigger to chamber a round in an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle]] returns from ''Battlefield 1'' as a Recon primary, added with the third week of the &amp;quot;Overture&amp;quot; chapter. It is again named the &amp;quot;Selbstlader 1906&amp;quot;, and fires at a slower 164 RPM, which is 135 RPM (58%) slower than in BF1, but the BFV version can kill in one less bullet than BF1's incarnation. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. Unlike its appearance in ''Battlefield 1'' (and unlike its pistol counterpart in both games) the toggle assembly correctly locks back on the final shot.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger rifle in-game.]]&lt;br /&gt;
[[Image:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[Image:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[Image:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the player character removes the stripper clip before doing this.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class, unlocked at Rank 5. It is the fastest of all semi-auto rifles at 450 RPM (tied with the Ljungman), and thirty-round magazines can be unlocked for the Carbine as an upgrade tree option. Unlike the M1A1 Carbine in [[Battlefield Hardline]], the stock is always unfolded and is now modeled to face the correct side. It also mounts the conical flash hider by default, which was an actual attachment in ''Hardline.''&lt;br /&gt;
&lt;br /&gt;
Some soldiers in promotional art for the game wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading a 30-round magazine.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (6).jpg|thumb|none|600px|A customized M1A1 with an &amp;quot;Urban Blue&amp;quot; handguard and &amp;quot;Mint&amp;quot; iron sights. The &amp;quot;Urban Blue&amp;quot; handguard, along with the &amp;quot;Blued&amp;quot; one, gives it a perforated metal heatshield. The &amp;quot;Urban Blue&amp;quot;, &amp;quot;Mint&amp;quot;, and &amp;quot;Gold Plated&amp;quot; iron sights give it an earlier-pattern rear sight.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (7).jpg|thumb|none|600px|Aiming down the earlier-pattern rear sight.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] will be added in Chapter 5.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:Bfv-m1garand.jpg|thumb|none|600px|The Garand about to hit a Japanese soldier in the Chapter 4 trailer's teaser for Chapter 5.]]&lt;br /&gt;
[[File:Bfv-e3garand.jpg|thumb|none|600px|The Garand in the EA Play preview for Chapter 5.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
An [[M2 Carbine]] with a metal heatshield appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 carbine]]&lt;br /&gt;
[[File:Bfv-m2carbine.jpg|thumb|none|600px|The M2 in the Chapter 4 trailer. Being only seen for a second or two, the carbine here is rather evidently unfinished; the spent casings are apparently coming out of the air to the left of the receiver instead of the ejection port, and a close look at the stock reveals that the player character is holding it as though it has a pistol grip (which it doesn't), showing that it's using the M1A1's animations as a placeholder.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-44==&lt;br /&gt;
The [[MAS-44]] was added as an Assault class semi-automatic rifle in the second week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 360 RPM, and can either be loaded with loose rounds and clips, or upgraded to use detachable magazines. Statistics-wise, it is similar to the Turner SMLE.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|500px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:BFV-MAS44-1.jpg|thumb|none|600px|The MAS-44 in the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV MAS44 (1).jpg|thumb|none|600px|The MAS-44 in British hands.]]&lt;br /&gt;
[[File:BFV MAS44 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV MAS44 (3).jpg|thumb|none|600px|Loading individual 7.5x54 French rounds.]]&lt;br /&gt;
[[File:BFV MAS44 (4).jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BFV MAS44 (5).jpg|thumb|none|600px|Pulling back the iconic plastic charging handle.]]&lt;br /&gt;
[[File:BFV MAS44 (6).jpg|thumb|none|600px|Reloading the MAS's box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'', unlocked at Assault rank 16. It is the slowest Assault self-loading rifle at 225 RPM.&lt;br /&gt;
&lt;br /&gt;
All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1. When a scope is equipped, it blocks the stripper clip guide. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free from December 17, 2018 to January 3, 2019.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM (10 RPM slower than BF1), it is the most accurate of them all because of its bipod.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|The Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&lt;br /&gt;
&lt;br /&gt;
==R.S.C. Mle 1917==&lt;br /&gt;
The [[R.S.C. Mle 1917]] semi-automatic Rifle returns from ''Battlefield 1'', available at Recon Rank 16. Its damage figures are identical from its BF1 predecessor, both capable of two-shot kills, but the BFV counterpart is 26 RPM faster than BF1.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV RSC (1).jpg|thumb|600px|none|The R.S.C. in the game.]]&lt;br /&gt;
[[File:BFV RSC (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV RSC (3).jpg|thumb|600px|none|Popping the magazine cover open.]]&lt;br /&gt;
[[File:BFV RSC (4).jpg|thumb|600px|none|Topping up with a 5-round enbloc clip.]]&lt;br /&gt;
[[File:BFV RSC (5).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] is available for the Assault class at Rank 13. It fires at 600 RPM.&lt;br /&gt;
&lt;br /&gt;
In the campaign, it is anachronistically featured in the chapters &amp;quot;Under No Flag&amp;quot;, set in 1942, and &amp;quot;Nordlys&amp;quot;, set in 1943.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mint&amp;quot; and &amp;quot;Gold Plated&amp;quot; iron sight customization options give it the barrel assembly of the MKb 42(H); this does not change the weapon animations in any way and it remains closed-bolt.&lt;br /&gt;
&lt;br /&gt;
The recoil spring is also wrongly rendered in line with the piston which is incorrect as original StG have their recoil spring below in line with the bolt.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:BFV STG44 (1).jpg|thumb|600px|none|The Sturmgewehr 44 in hand. For this North African map, it is anachronistic by about 3 years.]]&lt;br /&gt;
[[File:BFV STG44 (2).jpg|thumb|600px|none|Aiming down the sights. Due to gameplay purposes, the rear sight is too wide.]]&lt;br /&gt;
[[File:BFV STG44 (3).jpg|thumb|600px|none|About to remove the magazine using the mag release.]]&lt;br /&gt;
[[File:BFV STG44 (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV STG-stock.jpg|thumb|none|600px|The &amp;quot;Night Owl&amp;quot; stock option for the StG 44 removes the stock completely and replaces it with a folding stock. While post-war folding stocks (such as the one found on the Sport Systeme Dittrich BD 44) for the StG exist in reality, ones that do not make the weapon inoperable do not, as the stock contains the recoil spring.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV STG-MKb.jpg|thumb|none|600px|Reloading a StG-44 in the beta, with a customization option giving it a MKb barrel assembly. This precise customization option is currently not available in the released game.]]&lt;br /&gt;
[[File:BFV STG-MKb (1).jpg|thumb|none|600px|Crouching with a StG 44 with a MKb barrel assembly, which also has the aforementioned Systeme Dittrich BD 44 underfolding stock.]]&lt;br /&gt;
[[File:BFV STG-MKb (2).jpg|thumb|none|600px|Aiming down the MKb 42(H)-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon, unlocked at Rank 10. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the use of detachable magazines or a twenty round fixed &amp;quot;trench&amp;quot; magazine that is the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historic rate of 770 RPM, which is balanced with lower lethality than its ''BF1'' counterpart (25 max - 17 min damage, compared to 42 - 23, which translates to requiring at least one or two more shots to kill than in ''BF1''), and prior to the ''Lightning Strikes'' update, a smaller 15-round magazine as default, with 20-round magazines locked behind a specialization in the spec tree.  The latter is no longer true as the 20-round magazine has been made the default and only magazine available for the weapon, which conveniently fixes the (now former) issue of the 15-round magazine using the visual model of a 10-rounder.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle at the time.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is unlocked for the Recon class at rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Bolt-Action Rifles/Carbines=&lt;br /&gt;
Three kinds of bolt-action rifles are available in the game. &amp;quot;Bolt-Action Rifles&amp;quot; are slow-firing rifles available to the Recon class, effective at medium to long range sniping, &amp;quot;Anti-Materiel Rifles&amp;quot;, also available to the Recon class, can damage vehicles, but require being in the prone position to fire, similar to the T-Gewehr in BF1, and &amp;quot;Bolt-Action Carbines&amp;quot;, available to the Medic class, have faster fire rates than the other types, but can only fit scopes up to 3x magnification.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 99==&lt;br /&gt;
An [[Arisaka Type 99]] short rifle with a bent bolt handle is seen in the Chapter 4 trailer. &lt;br /&gt;
[[file:99aris.jpg|thumb|none|500px|Arisaka Type 99 short rifle with monopod - 7.7x58mm]]&lt;br /&gt;
[[File:Bfv-arisaka.jpg|thumb|none|600px|The Arisaka being held by a Japanese soldier. The bent bolt handle is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
==Boys MKI Anti-Tank Rifle==&lt;br /&gt;
The [[Boys anti-tank rifle]] was added in the ninth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Recon class. It is by far the most powerful primary weapon in the game, capable of one-shot kills to the torso up to 100 meters away and minor damage to vehicles (the Armor Piercing Composite Rigid projectiles specialization can improve this somewhat), but is incredibly slow to fire at 22 RPM (26 with the Machined Bolt specialization) and requires the bipod to be deployed to aim down sights.&lt;br /&gt;
[[File:BoysMkIATRifle.jpg|thumb|none|500px|Boys MKI Anti-Tank Rifle - .55 Boys (13.9x99mmB)]]&lt;br /&gt;
[[File:BFV Boys (1).jpg|thumb|none|600px|The deploy animation of the Boys depicts the pulling of the cocking handle, ready to fire.]]&lt;br /&gt;
[[File:BFV Boys (2).jpg|thumb|none|600px|Idle position.]]&lt;br /&gt;
[[File:BFV Boys (3).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. They are set for 300 yards.]]&lt;br /&gt;
[[File:BFV Boys (4).jpg|thumb|none|600px|Slowly cycling the bolt at 22 or 26 RPM.]]&lt;br /&gt;
[[File:BFV Boys (5).jpg|thumb|none|600px|Removing the magazine...]]&lt;br /&gt;
[[File:BFV Boys (6).jpg|thumb|none|600px|...and inserting a new one, while the barrel does its level best to create perspective illusions with the river. It's long, but not ''that'' long.]]&lt;br /&gt;
&lt;br /&gt;
==Carcano M91 TS Carbine with attached Tromboncino M28==&lt;br /&gt;
A [[Carcano M91 TS]] Carbine with an attached [[Tromboncino M28]] grenade launcher (named &amp;quot;M28 con Tromboncino&amp;quot;) was added in the sixth week of the &amp;quot;Trial by Fire&amp;quot; chapter as a primary weapon for the Medic class. Unlike its ''Battlefield 1'' predecessor, the M91 TS fires at a rate of 93 RPM (20 RPM faster than BF1's), and does less damage (only being capable of a two-shot kill). The grenades can deal damage to vehicles, mimicking the High Explosive Grenade Rifle from BF1.&lt;br /&gt;
[[File:Tromboncino.jpg|thumb|none|500px|Carcano M91 TS Carbine with Tromboncino Modello 28 grenade launcher - 6.5x52mm Carcano; 38.5mm grenade]]&lt;br /&gt;
[[File:Bfv-m28-idle.jpg|thumb|none|600px|Holding the &amp;quot;M28 con Tromboncino&amp;quot;.]]&lt;br /&gt;
[[File:Bfv-m28-ads.jpg|thumb|none|600px|Aiming down the sights of the rifle.]]&lt;br /&gt;
[[File:Bfv-m28-cycling.jpg|thumb|none|600px|Working the bolt of the Carcano.]]&lt;br /&gt;
[[File:Bfv-m28-clip.jpg|thumb|none|600px|Removing a semi-full en-bloc clip using a button. Like in ''Battlefield 1'' (and the M95/30 and the Webley Mk VI in BFV), the game tracks the number of bullets remaining before the tactical reload.]]&lt;br /&gt;
[[File:Bfv-m28-reload.jpg|thumb|none|600px|Inserting a new en-bloc clip.]]&lt;br /&gt;
[[File:Bfv-m28-boltswap.jpg|thumb|none|600px|Swapping the bolt from the carbine to the launcher.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeidle.jpg|thumb|none|600px|The grenade launcher with bolt inserted, ready to fire.]]&lt;br /&gt;
[[File:Bfv-m28-grenadeads.jpg|thumb|none|600px|Aiming down the sights with the grenade launcher functional.]]&lt;br /&gt;
[[File:Bfv-m28-newgrenade.jpg|thumb|none|600px|Inserting a new grenade.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. Originally it was exclusive to the singleplayer campaign's stealth sections, but was added to multiplayer for the Medic class in the fourth week of the &amp;quot;Trial by Fire&amp;quot; chapter. In the singleplayer campaign, it is incorrectly depicted as having a magazine capacity of 6+1; the multiplayer corrects this to the proper 7+1. The multiplayer De Lisle also has a much faster fire rate than the singleplayer version at 93 RPM (109 with the &amp;quot;Machined Bolt&amp;quot; specialization), making it the fastest bolt-action weapon in the game.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:BFV Delisle (1).jpg|thumb|600px|none|The De Lisle Carbine in the hands of Solveig.]]&lt;br /&gt;
[[File:BFV Delisle (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Delisle (3).jpg|thumb|600px|none|Cycling the bolt. The bolt head incorrectly tilts up with the bolt.]]&lt;br /&gt;
[[File:BFV Delisle (4).jpg|thumb|600px|none|Reloading the .45 ACP magazine.]]&lt;br /&gt;
[[File:BFV Delisle (5).jpg|thumb|600px|none|The De Lisle on a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20. It is the slowest bolt action rifle at 49 RPM.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an aperture sight (other weapons use these scopes as well). The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys, Under No Flag, and Tirailleur chapters.&lt;br /&gt;
&lt;br /&gt;
The Kar98k bayonet is available as a melee weapon after completing an assignment for the German Elite Ernst Schubert.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (1).jpg|thumb|600px|none|The Kar98k in Wehrmacht hands.]]&lt;br /&gt;
[[File:BFV Kar98k (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Kar98k (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Kar98k (4).jpg|thumb|600px|none|Blocking the round from ejecting in a tactical reload.]]&lt;br /&gt;
[[File:BFV Kar98k (5).jpg|thumb|600px|none|Topping up with individual rounds.]]&lt;br /&gt;
[[File:BFV Kar98k (6).jpg|thumb|600px|none|Loading a 5-round stripper clip. This is not possible when a scope is equipped.]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (7).jpg|thumb|600px|none|The Kar98k with the swept-back mount and ZF4 scope.]]&lt;br /&gt;
[[File:BFV Kar98k (9).jpg|thumb|600px|none|A suppressed Kar98k with the ZF4 scope in the &amp;quot;Nordlys&amp;quot; singleplayer story.]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (8).jpg|thumb|600px|none|The Kar98k with the ZF42 scope and bipod.]]&lt;br /&gt;
[[File:Bfv-kar98aperture1.jpg|thumb|600px|none|The Kar98k with the &amp;quot;Aperture Sight&amp;quot;, which is based on the Parker Hale model 4 rear sight with a heavily oversized aperture. Its appearance is anachronistic as it was introduced in 1946 in reality.]]&lt;br /&gt;
[[File:Bfv-kar98aperture2.jpg|thumb|600px|none|Aiming down the &amp;quot;Aperture Sight&amp;quot;.]]&lt;br /&gt;
[[File:BFV Kar98k (10).jpg|thumb|none|600px|A &amp;quot;Mint&amp;quot; Karabiner 98k with a bayonet equipped. The &amp;quot;Mint&amp;quot; iron sights option removes the hood from the front sight.]]&lt;br /&gt;
[[File:BFV Kar98k (11).jpg|thumb|none|600px|ADS view of the hood-less front sight.]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red Dawn (1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is unlocked by the Recon at Rank 13. It deals the lowest body damage of all bolt-action rifles, but has one of the highest muzzle velocities.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second one in the magazine.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped Krag.]]&lt;br /&gt;
[[File:BFV Krag (7).jpg|thumb|none|600px|When topping off with one or two rounds, the rim of a cartridge is used to open the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.1 Mk.III==&lt;br /&gt;
Some unusable [[Lee-Enfield No.1 Mk.III]] rifles are seen on the shooting range.&lt;br /&gt;
[[File:SMLE Mark III.jpg|thumb|none|500px|Lee-Enfield No.1 Mk.III - .303 British. Introduced in 1907, this was the official battle rifle of British and Commonwealth forces during the First World War.]]&lt;br /&gt;
[[File:BFVsmle1.jpg|thumb|none|600px|The SMLE in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk 1*]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a Mk.I(T) model, though several of the stock customization options give it a Mk.I(T) stock.&lt;br /&gt;
&lt;br /&gt;
It is the fastest bolt-action rifle at 72 RPM (84 RPM when specialized), but is hampered by a slow muzzle velocity at 500 m/s.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No.4 MK.I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible. It is anachronistic by 1 year on this map, as the map is set during the Rotterdam Blitz.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No.4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[File:BFV No.4 (6).jpg|thumb|none|600px|Running with a &amp;quot;Mint&amp;quot; Lee-Enfield equipped with its spike bayonet.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
[[File:BFV No.4(T) (1).jpg|thumb|none|600px|The Lee-Enfield No.4 Mk.I(T) in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue and in a flashback to the end of the ''Battlefield 1'' level &amp;quot;Storm of Steel&amp;quot;. Unusable G98s can be seen on the shooting range.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
[[File:BFV_g98_3.jpg|thumb|none|600px|An unusable G98 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerbüchse 39==&lt;br /&gt;
The [[Panzerbüchse 39]] will be added to multiplayer in Chapter 4.&lt;br /&gt;
[[Image:PzB-39-2.jpg|thumb|none|500px|PzB-39 Anti-tank rifle with spare ammunition box attached to the gun - 7,92×94 mm (Patrone 318) ]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first person cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[R.S.C. Mle 1917|RSC 1917]].&lt;br /&gt;
&lt;br /&gt;
The Ross was added in multiplayer as a Recon primary in the seventh week of the &amp;quot;Lightning Strikes&amp;quot; chapter. It fires at 64 RPM, 6 RPM faster than the Mannlicher, another straight-pull bolt action rifle, and deals the same damage figures as the Lee-Enfield.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV Ross (1).jpg|thumb|none|600px|The Ross rifle in-game.]]&lt;br /&gt;
[[File:BFV Ross (2).jpg|thumb|none|600px|Aiming down the cropped iron sights.]]&lt;br /&gt;
[[File:BFV Ross (3).jpg|thumb|none|600px|Working the straight-pull bolt.]]&lt;br /&gt;
[[File:BFV Ross (4).jpg|thumb|none|600px|Loading individual .303 rounds.]]&lt;br /&gt;
[[File:BFV Ross (5).jpg|thumb|none|600px|Loading a wobbly stripper clip, similar to ''Battlefield 1''.]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
[[File:BFV-Ross-3.jpg|thumb|none|600px|The Ross from the chapter 2 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle, and is used by elite enemy snipers that show off scope glint when in use.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading. The rounds used are the same round-headed 8x50mmR as used on BF1's M1895, which is incorrect for the M95/30, which uses 8x56mmR rounds that have sharp-headed spitzer bullets.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895 (Russian Contract)==&lt;br /&gt;
Unusable [[Winchester Model 1895]] rifles appear at the shooting range.&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:BFVM1895.jpg|thumb|none|600px|The Winchester on the left.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' are divided into two categories: Light Machine Guns and Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
The overheating animation is depicted more realistically compared to ''Battlefield 1'' for the most part, where instead of the Support soldier giving the charging handle a quick rack to &amp;quot;clear the heat&amp;quot;, they will instead replace the quick-change barrel. However, the Vickers K, the Darne M1922, MG34 (when equipped with the optional saddle drum magazines), and the S2-200 still use the charging handle heat-clearing animation, as the first two lack a quick-change barrel, the latter two have overheat thresholds that are higher than the amount of ammunition contained within their respective magazines.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, Lewis Gun, and LS/26 are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, Darne M1922, and the S2-200 are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun|Bren Mk 1]] is a Support LMG, unlocked at Rank 8. It fires at 514 RPM and has the same damage output as the Lewis Gun. Some customization options give it the barrel and sight assembly or stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 British]]&lt;br /&gt;
[[File:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[File:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren. Note that the front sight's protective wings have been removed.]]&lt;br /&gt;
[[File:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[File:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[File:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[File:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[File:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
[[File:BFV Bren (6).jpg|thumb|none|600px|A customized Bren in-game. Note the &amp;quot;Mint&amp;quot; iron sights, which give the gun a Mk2 barrel and sight assembly, as well as the front sight's wings.]]&lt;br /&gt;
[[File:BFV Bren (7).jpg|thumb|none|600px|Aiming down the Mk2 barrel's iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, as well as the Combined Arms game mode following the &amp;quot;Lightning Strikes&amp;quot; update. In Tirailleur, it is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Chauchat is planned to be made available for multiplayer in the Tides of War service.  It can also be found on a weapon crate in the &amp;quot;Harbor Headquarters&amp;quot; co-op mission.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[Image:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[Image:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[Image:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is used when empty. This is probably because the machine gun is in poor shape after thirty years and having been through one World War already, on top of the fact that it is a Chauchat.]]&lt;br /&gt;
[[Image:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
[[File:BFV Chauchat (6).jpg|thumb|none|600px|Collapsing the Chauchat's bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Darne machine gun==&lt;br /&gt;
The [[Darne machine gun]] was added in the fourth week of the &amp;quot;Lightning Strikes&amp;quot; chapter as the &amp;quot;M1922 MG&amp;quot;, in the MMG category. It fires at 770 RPM (lower than the real weapon's 1200 RPM) and uses 150 round belts by default, but can be upgraded to either fire at 900 RPM or use 250 round belts.&lt;br /&gt;
[[File:Darne M1922.jpg|thumb|none|500px|Darne M1922 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV M1922 (1).jpg|thumb|none|600px|The M1922 MG in German hands.]]&lt;br /&gt;
[[File:BFV M1922 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV M1922 (3).jpg|thumb|none|600px|Pulling the charging handle when overheated or reloading.]]&lt;br /&gt;
[[File:BFV M1922 (4).jpg|thumb|none|600px|Removing the disintegrating belt after pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1922 (5).jpg|thumb|none|600px|Inserting a new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti-Saloranta LS/26==&lt;br /&gt;
The Finnish [[Lahti-Saloranta LS/26]] was added on the fifth week of the &amp;quot;Trial By Fire&amp;quot; chapter as an LMG for the Support class. Its 20-round capacity and 600 RPM rate of fire puts it in-between the KE7 and the FG42: faster than the former, but slower than (and with the same capacity as) the latter.&lt;br /&gt;
[[File:Ls26s.jpg|thumb|none|400px|Lahti-Saloranta LS/26 - 7.62x54mm R]]&lt;br /&gt;
[[File:BFV LS (1).jpg|thumb|none|600px|The LS/26 machine gun in the freezing Norwegian fjord surrounding Narvik.]]&lt;br /&gt;
[[File:BFV LS (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV LS (3).jpg|thumb|none|600px|Removing a 20-round magazine.]]&lt;br /&gt;
[[File:BFV LS (4).jpg|thumb|none|600px|Pulling the bolt after an empty reload.]]&lt;br /&gt;
[[File:BFV LS (5).jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]'' for the Support class at Rank 10. Statistics wise, it is similar to the Bren Gun, but the Bren is more controllable. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed, 97-round pan magazine, AA sights, and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BFV Lewis6.jpg|thumb|none|600px|The Lewis Gun with the &amp;quot;Arras&amp;quot; skin and 97-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[M1918A2 Browning Automatic Rifle]] will be added in Chapter 5.&lt;br /&gt;
[[Image:BAR1918.jpg|none|thumb|450px|M1918A2 Browning Automatic Rifle - .30-06. This is a late-war version with an added carry handle.]]&lt;br /&gt;
[[File:Bfv-e3bar.jpg|thumb|none|600px|The BAR in the EA Play preview for Chapter 5.]]&lt;br /&gt;
&lt;br /&gt;
==Madsen machine gun==&lt;br /&gt;
A shortened version of the [[Madsen machine gun]] appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:MadsenGun1.jpg|thumb|none|400px|Portuguese Madsen machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Bfv-madsen.jpg|thumb|none|600px|The Madsen in the Chapter 4 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is the first medium machine gun unlocked, at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and it can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one.  There is a separate overheating animation for the gun with the saddle drum, wherein the charging handle is used to &amp;quot;clear the heat&amp;quot;.  However, it will never play within the game itself as the &amp;quot;chrome lining&amp;quot; (slower overheat) spec is a pre-requisite for the drum mag specialization; &amp;quot;Chrome Lining&amp;quot; raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on the &amp;quot;Twisted Steel&amp;quot; map.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun unlocked at Support Rank 20, It fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
The icon for the MG42 depicts it with a belt drum equipped, but in-game it can only use fifty-round (or 250-round with the appropriate specialization) belts.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as the &amp;quot;Gold Plated&amp;quot; visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42. Other weapons also have it available as a muzzle option.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG42 (1).jpg|thumb|none|600px|The MG42 in game. The map is set during the Battle of Arras, so it is anachronistic by 2 years.]]&lt;br /&gt;
[[File:BFV MG42 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG42 (3).jpg|thumb|none|600px|Pulling the charging handle in an empty reload in a similar manner to the MG34.]]&lt;br /&gt;
[[File:BFV MG42 (4).jpg|thumb|none|600px|Loading a fresh belt of 7.92mm.]]&lt;br /&gt;
[[File:BFV MG42 (5).jpg|thumb|none|600px|Using a used brass casing to pull out a piping hot barrel.]]&lt;br /&gt;
[[File:BFV MG42 (6).jpg|thumb|none|600px|Installing a new, ice cold barrel.]]&lt;br /&gt;
[[File:BFV MG42 (7).jpg|thumb|none|600px|Closing the barrel assembly.]]&lt;br /&gt;
[[File:bfv-mg42muzzlegold.jpg|thumb|none|600px|The &amp;quot;Gold Plated&amp;quot; barrel modification for the MG42. Other barrel modifications also use the post-1943 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Solothurn S2-200==&lt;br /&gt;
The Austrian/Swiss made [[Steyr-Solothurn S2-200]] was added in the first week of the &amp;quot;Defying the Odds&amp;quot; chapter as an MMG for the Support class, despite the real weapon being an LMG. Its 30-round capacity puts it beside the Bren Gun, and its 770 RPM puts it near the MG34 (or the M1922 at 900 RPM with a specialization), but its MMG categorization forces the user to deploy the bipod. It is also the only MMG that cannot overheat.&lt;br /&gt;
&lt;br /&gt;
The version modeled is actually the 31.M, used by Hungary, most notably differing by being chambered in 8x56mmR Steyr instead of 7.92x57mm Mauser. This makes the 30-round capacity incorrect, as it should only hold 25 rounds; it also should not share identical damage with the 7.92mm Mauser MGs, but does.&lt;br /&gt;
[[File:MG 30.jpg|thumb|none|400px|Steyr-Solothurn S2-200 / Hungarian 31.M - 8x56mmR Steyr]]&lt;br /&gt;
[[File:BFV MG30 (1).jpg|thumb|none|600px|The S2-200 in hand. Note that the magazine is significantly more curved than the original Swiss 7.92mm Mauser version.]]&lt;br /&gt;
[[File:BFV MG30 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG30 (3).jpg|thumb|none|600px|Removing the 30-round magazine and...]]&lt;br /&gt;
[[File:BFV MG30 (4).jpg|thumb|none|600px|...inserting a new one. Note the 31M marking on the gun; this is the Hungarian variant of the S2-200.]]&lt;br /&gt;
[[File:BFV MG30 (5).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) was added in the first week of the &amp;quot;Overture&amp;quot; chapter as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM, but can be upgraded to 981 RPM, or upgraded with a 100-round extended magazine. Unlike the reference image, the in-game weapon uses AA sights and can be equipped with the stock of the mounted version.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K with the &amp;quot;White Tiger&amp;quot; skin equipped.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading. Note that the bipod is missing, but still functions in-game. This was fixed in the &amp;quot;Lightning Strikes&amp;quot; update.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
[[File:Vickersk.jpg|thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:BFV Vickers K grip.jpg|thumb|none|600px|The Vickers K grip assembly as seen in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class as a spotting flare to locate enemies. Unlike in ''Battlefield 1'' where the spotting area of effect is the same regardless of surface-to-ground distance, the spotting AoE in BFV is now based on how high the Leuchtpistole is shot in the air.&lt;br /&gt;
&lt;br /&gt;
In the ''Firestorm'' game mode, the Leuchtpistole can be looted in five different variations, and are color-coded: red for artillery strikes, green for supply drops, blue for vehicle drops, yellow for a V1 flying bomb airstrike, and gray for spotting.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade Launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun) is a dedicated gadget called &amp;quot;Frag/Smoke Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using frag grenades and the latter using smoke grenades. The weapon functions differently from its counterpart in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|500px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the frag version. Note the gas check disk screwed onto the Mills bomb, a correct detail.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Bazooka==&lt;br /&gt;
The [[M1A1 Bazooka]] appears in the Chapter 4 trailer.&lt;br /&gt;
[[File:M1A1 Bazooka.jpg|thumb|none|450px|M1A1 &amp;quot;Bazooka&amp;quot; - 2.36&amp;quot; rocket]]&lt;br /&gt;
[[File:BFV Bazooka trailer.jpg|thumb|600px|none|The M1 Bazooka in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single-player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] (Projectile, Infantry, Anti Tank) is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar, and because of this, it is more suited to close range attacks, reflecting its short-range effectiveness in real life.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades.&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[File:BFV Sturmpistole (1).jpg|thumb|none|600px|Equipping the Sturmpistole, first the character unfolds the stock...]]&lt;br /&gt;
[[File:BFV Sturmpistole (2).jpg|thumb|none|600px|...and flips up the unused front sight.]]&lt;br /&gt;
[[Image:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[Image:BFV-sturmpis2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] is seen lying in the company hangar. It is also to be added to multiplayer as a playable weapon.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Einstossflammenwerfer 46==&lt;br /&gt;
The [[Einstossflammenwerfer 46]] is yet to be added to multiplayer.&lt;br /&gt;
[[Image:Einstossflammenwerfer461.jpg|thumb|none|350px|Einstossflammenwerfer 46]]&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from a [[M2 Flamethrower]]. Presumably, this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
[[File:BFV-Flammenwerfer.jpg|thumb|none|600px|Billy has succeeded in sneaking up to a Flametrooper and inspects the mess.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Like in BF1, grenades are thrown instantly when pressing the grenade key. For many of the images below, a glitch has been performed so that the player character appears to hold the grenade, which is normally not possible in gameplay.&lt;br /&gt;
&lt;br /&gt;
==Breda Mod. 35==&lt;br /&gt;
An Italian Breda Mod. 35 grenade is seen hanging on the German &amp;quot;Baron von Zorn&amp;quot; uniform.&lt;br /&gt;
[[File:BredaGrenade.jpg|thumb|none|200px|Breda Mod. 35 grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The grenade under the STG-44, left.]]&lt;br /&gt;
[[File:BFV-Bredagrenade2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
&lt;br /&gt;
==Breda Mortar Bomb==&lt;br /&gt;
On the German &amp;quot;Veiled Threat&amp;quot; uniform can be seen several 45mm Breda &amp;quot;Red Devils&amp;quot; mortar bombs.&lt;br /&gt;
[[File:BFV-BredaMortargrenade.jpg|thumb|none|600px|The bombs on the chest.]]&lt;br /&gt;
&lt;br /&gt;
==Bomba a Mano Mod. 35, O.T.O.==&lt;br /&gt;
A [[Bomba a Mano Mod. 35, O.T.O.]] grenade is also seen hanging on the &amp;quot;Baron von Zorn&amp;quot; uniform along with the Breda grenade.&lt;br /&gt;
[[Image:Italian Bomba a Mano Mod 35 OTO.jpg|thumb|none|150px| Bomba a Mano Mod. 35, O.T.O. High-Explosive hand grenade.]]&lt;br /&gt;
[[File:BFV-Bredagrenade1.jpg|thumb|none|600px|The lower hanging  grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
[[Hafthohlladung Anti Tank Mine]]s can be found in a few campaign missions, appearing as the &amp;quot;Shaped Charge&amp;quot;. They behave similarly to the ''Limpet Mine'' explosive from ''Battlefield 1''. The HHL mine is not currently available in multiplayer.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|200px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:BFV Haftholladung (1).jpg|thumb|none|600px|The ''Hafthohlladung'' in the hands of Billy Bridger.]]&lt;br /&gt;
[[File:BFV Haftholladung (2).jpg|thumb|none|600px|Popping the safety cap up.]]&lt;br /&gt;
[[File:BFV Haftholladung (3).jpg|thumb|none|600px|The ''Hafthohlladung'' in the air.]]&lt;br /&gt;
[[File:BFV Haftholladung (4).jpg|thumb|none|600px|The ''Hafthohlladung'' in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Hawkins Grenade==&lt;br /&gt;
The Hawkins Grenade will be added to the game as a usable grenade.&lt;br /&gt;
&lt;br /&gt;
It also makes appearance on the &amp;quot;Highlander&amp;quot;, &amp;quot;Scottish Play&amp;quot; and &amp;quot;Robert the Bruise&amp;quot; outfits in multiplayer. It is shown to be secured with straps to the legs on these outfits which appears to be based on the famous photo of Eisenhower speaking with paratroopers of the 101st Airborne just prior the Normandy landings.&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire. The Frag Grenade Rifle also fires Mills Bombs with gas check plates.&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:Mills No 36 Rifle Grenade.JPG|thumb|none|200px|No. 36 Mk. I &amp;quot;Mills Bomb&amp;quot; with gas check attached for use as a rifle grenade.]]&lt;br /&gt;
[[File:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
[[Mk 2 hand grenade]]s appear on the &amp;quot;Scottish Play&amp;quot; and &amp;quot;Flim-Flam&amp;quot; outfits in multiplayer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:Bfv-mk2grenadeoutfit.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for both factions. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Union Jacked, Royal Motivations, AKA, and the Ratburner outfits.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
[[Image:Bfv-M18grenadeoutfit.jpg|thumb|600px|none|The Union Jacked outfit, with the M18 hanging in the right back side.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Germans.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade for the Support class. It can stick to any surface, but can be countered by Zimmerit paste when applied to German tanks.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to both factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;AP Mine&amp;quot;. It is a starting gadget for the Recon class, and can also be unlocked by the Medic and Support classes. As in real life, when triggered it bounces upwards and delivers high damage.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support classes, named the &amp;quot;AT Mine&amp;quot;. As the name implies, it can severely damage enemy tanks when driven through, but can be destroyed by gunfire or deactivated by the Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range, resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the game. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank. The Flakvierling's appearance in the base game is anachronistic by 4 years, as it was introduced in 1944.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing being towed.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
[[File:BFV-flak38_5.jpg|thumb|600px|none|Manning the Flakvierling from the inside of a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
German Stuka dive bombers can be equipped with 3.7 cm ''Bordkanonen''.&lt;br /&gt;
[[File:BFV-bk1.jpg|thumb|600px|none|A ''Bordkanone'' near a destroyed Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans. It can also be fitted in the Panzer IV at Rank 3 of its specialization tree, and is also mounted on top of a Sd.Kfz. 251 halftrack for the Germans as a Squad Reinforcement (9850 points), named &amp;quot;Pakwagen&amp;quot;.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
[[Image:BFV PAK-Panzer.jpg|thumb|600px|none|The &amp;quot;Pak 40 L/43&amp;quot; mounted on the turret of a Panzer IV as a specialization, which is actually the 7.5 cm KwK 40.]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (1).jpg|thumb|600px|none|The Pak 40 mounted on a Hanomag (Sd.Kfz. 251 Pakwagen).]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (2).jpg|thumb|600px|none|Manning the gun in the Hanomag.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm FlaK 18==&lt;br /&gt;
Several 8.8 cm FlaK 18s can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[Image:BFV-flak2-0.jpg|thumb|600px|none|Left view of a FlaK 18 in the campaign.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|Right view. Note the single-piece barrel, which distinguishes it from a FlaK 36.]]&lt;br /&gt;
[[Image:BFV-flak2-1.jpg|thumb|600px|none|Close up of the gun cradle without the FlaK 37 pointer dials.]]&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the Airborne, Frontlines, and Rush multiplayer modes. Defenders can fire them as quickly as they reload, and are most effective when enemies are spotted; without any spotted enemies, the shell will simply land somewhere in the playable area. Some objectives are radio stations instead, which can call in a strike from howitzers somewhere outside the map, and are functionally identical in terms of gameplay.&lt;br /&gt;
[[File:21cm-Mörser18.jpg|thumb|none|400px|21 cm-Mörser 18 - 210 mm]]&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Mörser 18 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
[[File:BFV Bren Mounted (1).jpg|thumb|600px|none|Manning the Bren with a drum magazine. Note the sights have been changed.]]&lt;br /&gt;
[[File:BFV Bren Mounted (2).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFV Bofors.jpg|thumb|600px|none|The Bofors turret in the Valentine AA tank, which itself is supposed to represent the Crusader III, AA Mk I, but actually it is just the Crusader's turret on the game's Valentine chassis.]]&lt;br /&gt;
[[File:BFV-bofors2.jpg|thumb|600px|none|Manning the Bofors from the inside.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II==&lt;br /&gt;
British planes like the Spitfire and the Mosquito are armed with [[Browning AN/M2|Browning .303 Mk II]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[File:BFV-Browning303.jpg|thumb|600px|none|Four Brownings mounted in the Mosquito's noise.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head on. Note the Calliope tank in the bankground.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
&lt;br /&gt;
==Hispano-Suiza HS.404==&lt;br /&gt;
Spitfires can be upgraded with two [[Hispano-Suiza HS.404]].&lt;br /&gt;
[[File:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum 20x110mm]]&lt;br /&gt;
[[File:BFV_Hispano.jpg|thumb|none|600px|A Hispano mounted in the Spitfire's wing.]]&lt;br /&gt;
&lt;br /&gt;
==MG 151/20==&lt;br /&gt;
German Messerschmitt Bf 109 fighters are armed with [[MG 151 cannon|MG 151/20 cannon]]s. Other planes like the JU 88 can be upgraded with those as well.&lt;br /&gt;
[[File:mg15120.jpg|thumb|400px|none|Mauser MG 151/20, standard propeller dome armament for the Messerschmitt Bf 109 - 20x82mm.]]&lt;br /&gt;
&lt;br /&gt;
==MG17==&lt;br /&gt;
[[MG17 machine gun]]s are mounted on German planes.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|400px|MG17 machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-mg17.jpg|thumb|600px|none|An MG17 mounted on a Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==MG34 Panzerlauf==&lt;br /&gt;
The [[MG34|MG34 Panzerlauf]] variant, fitted with the saddle drum magazine, is mounted to various German vehicles and as a standalone stationary weapon, while the belt-fed MG34 Panzerlauf is mounted in the hull and coaxial mounts of German tanks. In the second January 2019 patch, the mounted MG34 stationary weapon previously only seen in the campaign was added to multiplayer, replacing the Vickers as the German constructible stationary MG.&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(1).jpg|thumb|600px|none|The MG34 mounted on the backseat of a Kubelwagen; the Panzerlauf (Armored Barrel) barrel can be seen here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(2).jpg|thumb|600px|none|Manning the mounted MG34.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(3).jpg|thumb|600px|none|Aiming. While the sights aren't properly aligned, the actual point of impact is also higher than the front sight, so this common video game issue actually makes a bit more sense here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(4).jpg|thumb|600px|none|The stationary MG34 added with the second January 2019 patch. This is the rear view.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(5).jpg|thumb|600px|none|The front view of the same weapon.]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[Image:BFV Oerlikon.jpg|thumb|none|600px|Three Oerlikon cannons mounted on a Valentine chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Allied counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun. It is also mounted on top of a T48 GMC halftrack as a Squad Reinforcement for the British at 9850 Requisition Points.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is the buildable stationary heavy MG for the British faction. It uses the same animations as ''Battlefield 1'''s Maxim, but its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British - .303 British]]&lt;br /&gt;
[[Image:Bfv-vickers1.jpg|thumb|600px|none|The front of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers2.jpg|thumb|600px|none|The rear of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers3.jpg|thumb|600px|none|Using the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers4.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bfv-mg42muzzlemint.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification for the MG42 uses the post-1940 Mark II blast deflector for the Vickers. Other muzzle modifications also use the blast deflector.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic customization options in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
[[Image:Bfv-stgmuzzlechrome.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the StG 44. Other muzzle modifications also use the Colt Monitor cutts compensator.]]&lt;br /&gt;
&lt;br /&gt;
==Lahti L-39==&lt;br /&gt;
The muzzle of the Finnish [[Lahti L-39]] anti-tank rifle is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Lahti_with_PKM_for_size.jpg|thumb|none|450px|Lahti L-39 with a [[PK Machine Gun]] for scale - 20x138mm B]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle1.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the Kar98k.]]&lt;br /&gt;
[[Image:Bfv-Lahtimuzzle2.jpg|thumb|600px|none|The &amp;quot;Liberte&amp;quot; muzzle modification for the LS/26.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
An M9 flash hider (a late-war attachment for the [[M3 &amp;quot;Grease Gun&amp;quot;]]) is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[File:M3 Flash Hider.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; with M9 flash hider - .45 ACP]]&lt;br /&gt;
[[Image:Bfv-mp34muzzleghost.jpg|thumb|600px|none|The &amp;quot;Ghost&amp;quot; muzzle modification for the MP34; other muzzle options also use the M9 flash hider model, sometimes with different textures.]]&lt;br /&gt;
&lt;br /&gt;
==PTRD-41==&lt;br /&gt;
A muzzle from a [[PTRD-41]] is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|500px|PTRD-41 Anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Bfv-mg42muzzleblued.jpg|thumb|600px|none|The &amp;quot;Blued&amp;quot; barrel modification for the MG42. Other barrel modifications also use the PTRD-41 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==Reising M50==&lt;br /&gt;
The cutts compensator from a [[Reising Submachine Gun|Reising M50]] submachine gun is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Reising m50-1.jpg|thumb|none|500px|Reising M50 (full stock variant) - .45 ACP. Fitted with Cutts compensator and 20 round double stack magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as a visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
[[Image:Bfv-nightowlbarrel.jpg|thumb|600px|none|The &amp;quot;Night Owl&amp;quot; barrel modification. Other barrel modifications also use the Mk V barrel shroud and front sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenmintmuzzle.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification. Other muzzle modifications also use the Mk I muzzle.]]&lt;br /&gt;
[[Image:Bfv-stengoldstock.jpg|thumb|600px|none|The &amp;quot;Gold Plated&amp;quot; stock modification. Other stock modifications also use the Mk I stock.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I*==&lt;br /&gt;
The Sten Mk 1* stock is an available visual modification of the Sten's &amp;quot;stock&amp;quot; component.&lt;br /&gt;
[[Image:Sten MkI star.jpg|thumb|none|400px|Sten Mk I* - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenchromedstock.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; stock modification. Other stock modifications also use the Mk I* stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1256064</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1256064"/>
		<updated>2019-02-21T21:38:39Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* ZK-383 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=Battlefield V Cover Art.jpg&lt;br /&gt;
|caption=''Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the third entry to be set chiefly in World War 2 (the first since ''[[Battlefield: 1943]]'').&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;
Like in previous Battlefield games, players can select one from four classes (Assault, Medic, Support and Recon). The Assault class wields faster semi-automatic or select-fire rifles, the Medic class uses submachine guns like in ''[[Battlefield: 1942]]'', the Support class uses machine guns and shotguns, and the Recon class uses bolt-action and slow semi-automatic rifles (the latter are referred to as &amp;quot;self-loading rifles&amp;quot;). These four roles are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can specialize into the &amp;quot;Engineer&amp;quot; role and help build fortifications on the map with ease, etc.)&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, replaced with an upgrade tree. Weapon finishes are now split into multiple parts, and can change the physical appearance of the weapon as well as its finish.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, a M1911 is used by the machine gunner in the final scene of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story. Like in ''Battlefield 1'', the hammer never moves and stays in the cocked position.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as in ''Battlefield 1'', other than that the player character actually catches the spent mag on a non-empty reload instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is a sidearm in the game, serving as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). It is available at Rank 19 of any class. While starting out with a sensible four rounds in reserve, resupplying brings it up to fifty - somewhat reasonable if not for the fact that the reload animation shows the new round being taken from the grip compartment, which is obviously too small to fit fifty rounds.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from ''Battlefield 1''. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908. Like in ''Battlefield 1'', it does not lock back on the last shot, instead repeating the standard firing animation with the toggle assembly going forward, with the toggle assembly then magically locking back, despite the fact that all other pistols had this error fixed. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. The reload animations for the Luger are reused from ''Battlefield 1''. Note the lack of trigger discipline, accurate for World War II.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game, unlocked at Rank 1 of any class. It fires at 449 RPM, the fastest of all sidearms, but is hampered by a lower damage output. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round. Note the trigger discipline, unlike the Luger P08.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1'', again as the &amp;quot;Repetierpistole M1912&amp;quot;. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away, explaining how they're kept. Unlike the M1911 (and like the P38 and Mk VI), the hammer actually moves, though gameplay requirements mean that it does this ''after'' a shot has been fired.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole M1912&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] returns from ''Battlefield 1'' as the &amp;quot;Mk VI Revolver&amp;quot;. It is unlocked at Rank 15 of any class and has the highest damage output of any sidearm.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Mk VI, note that it is held much further out than in Battlefield 1.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Opening up the cylinder. As with the last game, it correctly shows which rounds have been fired; in this case, all were expended.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The [[Erma EMP]] is a submachine gun available in BFV, unlocked at Rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. Note the mounted 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile. In-game, however, it is an available sight for several weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is found in ''Battlefield V''. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Finding the constant talks of grip correctness on IMFDB frustrating to read through, the ''Battlefield V'' Medic takes refuge in audacity by gripping the magazine well with an underhanded grip.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is featured in the multiplayer as an available SMG for the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten. Some of the barrel cosmetic options remove the resting plate under the barrel, a feature of the [[MP41]].&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|Holding the MP40. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The player character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is unlocked at rank 20 of the Medic class. By default it has a 20-round magazine, but can be upgraded with a 50-round drum magazine. An M1928A1 with a 30-round drum magazine is the starting weapon for Billy Bridger in the &amp;quot;Under No Flag&amp;quot; War Story (though he uses a Sten in cutscenes), and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags. It was originally inaccurately portrayed as full-auto only, but a semi-auto mode was added in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (1).jpg|thumb|600px|none|The M1928A1 Thompson with a 20-round magazine held by a British soldier...]]&lt;br /&gt;
[[File:BFV M1928 (2).jpg|thumb|600px|none|...and another one with the 50-round drum magazine. Note that the magwell has been changed to support the drum.]]&lt;br /&gt;
[[File:BFV M1928 (3).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1928 (4).jpg|thumb|600px|none|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV M1928 (5).jpg|thumb|600px|none|...then inserting a fresh 20-round magazine. Note the Cutts compensator; by default the M1928A1 does not have one, but all the muzzle visual customization options give it one.]]&lt;br /&gt;
[[File:BFV M1928 (6).jpg|thumb|600px|none|Removing the drum magazine to the right...]]&lt;br /&gt;
[[File:BFV M1928 (7).jpg|thumb|600px|none|...and inserting a fresh drum to the left.]]&lt;br /&gt;
[[Image:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (8).jpg|thumb|none|600px|The &amp;quot;Sandstorm&amp;quot;, &amp;quot;Patches&amp;quot;, and &amp;quot;Countryside&amp;quot; sight customization options give the M1928A1 an M1-style simplified rear sight.]]&lt;br /&gt;
[[File:BFV M1928 (9).jpg|thumb|none|600px|Looking down the M1-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk. II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced. The integrally-suppressed [[Sten Mk II(S)|Mk. II(S)]] variant appears in the Tirailleur campaign.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk. II - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the Sten.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
[[Image:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk. II(S) - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (1).jpg|thumb|none|600px|A suppressed Sten in Deme's hands. It can fire in full auto, which is impractical due to overheating, as integrally suppressed Stens are meant to be fired in short bursts or semi auto.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (2).jpg|thumb|none|600px|View of the suppressor.]]&lt;br /&gt;
[[Image:BFV Sten Suppressed (3).jpg|thumb|none|600px|The suppressed Sten in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine. The Suomi has the highest rate of fire for the SMGs, with 770 RPM (981 RPM when specialized).&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into the KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] was added to multiplayer in the first phase of the &amp;quot;Lightning Strikes&amp;quot; update, as an SMG for the Medic class. By default, it has a 30-round box magazine and fires at 514 RPM, but can be upgraded to have a larger 40-round box magazine, or a faster rate-of-fire of 720 RPM.&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm. This is the base version with folding bipod and detachable barrel.]]&lt;br /&gt;
[[File:Bfv-zk383promo.jpg|thumb|none|600px|A promotional image for the &amp;quot;Lightning Strikes&amp;quot; update, showing a German soldier holding a ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-2.jpg|thumb|none|600px|The ZK-383 from the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV-ZK383-Idle.jpg|thumb|none|600px|Holding the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV-ZK383-Reload.jpg|thumb|none|600px|Reloading the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Charginghandle.jpg|thumb|none|600px|Pulling back the charging handle.]]&lt;br /&gt;
[[File:BFV-ZK383-Bipod.jpg|thumb|none|600px|The ZK-383 with its bipod deployed.]]&lt;br /&gt;
[[File:BFV-ZK383-Extendedmag.jpg|thumb|none|600px|The ZK-383 with a 40 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'' with the same &amp;quot;12g Automatic&amp;quot; name, now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
[[File:BFV Auto-5 (5).jpg|thumb|none|600px|The Browning A-5 with a ribbed barrel and extended magazine tube in-game.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a support class primary weapon. In real life the left barrel was used to fire slugs, but in the game both barrels fire buckshot. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] shotgun. The shotgun is currently not present in BFV.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free from December 19, 2018 to January 3, 2019. As in BF1, it cannot be chamberloaded and only holds 5 rounds instead of 5+1. It is the slowest firing shotgun in the game at 100 RPM, much slower than it was in the previous game, and also cannot be slamfired (again unlike its appearance in ''BF1''). However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
A bayonet can be equipped at rank 4.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
[[File:BFV M1897 (4).jpg|thumb|none|600px|Firing a bayonet-equipped Winchester 1897.]]&lt;br /&gt;
[[File:BFV M1897 (5).jpg|thumb|none|600px|Pumping the shotgun.]]&lt;br /&gt;
[[File:BFV M1897 (6).jpg|thumb|none|600px|The pumping animation as seen in the from-empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exceptions are the Steyr Mannlicher M1895/30 and the AG-42 Ljungman, as the former's en-bloc clip function requires the scope be mounted forward of the ejection port to not obstruct clip feeding/ejection, and the latter's charging mechanism also prohibits the use of receiver-mounted scopes.&lt;br /&gt;
&lt;br /&gt;
Semi-automatic rifles issued to the Assault class appear under the “Semi-Auto Rifle” designation while semi-automatic rifles issued to the Recon class are labeled as “Self-Loading Rifles.” While ultimately just two different terms for the same type of rifle, the former name differentiates Assault's rifles from its ''full-auto'' rifles, while the latter name differentiates Recon's rifles from its ''manually-operated'' rifles.&lt;br /&gt;
==AG-42 Ljungman==&lt;br /&gt;
The [[AG-42 Ljungman]] is an Assault self-loading rifle added with the fourth phase of the &amp;quot;Overture&amp;quot; update. It fires at 450 RPM, and like the Gewehr 43, it can be upgraded to accept detachable magazines. The animation for non-empty reloading without detachable magazines accurately shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|499px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. It is currently only found in the single player campaign's stealth sections.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|500px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:BFV Delisle (1).jpg|thumb|600px|none|The De Lisle Carbine in the hands of Solveig.]]&lt;br /&gt;
[[File:BFV Delisle (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Delisle (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Delisle (4).jpg|thumb|600px|none|Reloading the 7-round .45 ACP magazine.]]&lt;br /&gt;
[[File:BFV Delisle (5).jpg|thumb|600px|none|The De Lisle on a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The second pattern [[FG 42]] is categorized as an LMG and used by the Support class at Rank 16. It has the lowest capacity of all LMGs in the base game, and has the highest vertical recoil kick. It can also mount a bayonet, though the bayonet is not shown in the stowed position when not equipped.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 1st pattern FG 42, is used to mount various sights to different weapons. The stock of the 1st version is also available as a cosmetic option. The FG 42 muzzle is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV FG42 (1).jpg|thumb|600px|none|FG 42 in hand. On this level, the second pattern model is anachronistic by about 2 years.]]&lt;br /&gt;
[[File:BFV FG42 (2).jpg|thumb|600px|none|Aiming down the sights. Although difficult to see, the sights are set for 500 meters. This is not reflected in gameplay.]]&lt;br /&gt;
[[File:BFV FG42 (3).jpg|thumb|600px|none|Removing a 20-round magazine...]]&lt;br /&gt;
[[File:BFV FG42 (4).jpg|thumb|600px|none|...and loading a new one.]]&lt;br /&gt;
[[File:BFV FG42 (5).jpg|thumb|600px|none|Pulling the open bolt charging handle.]]&lt;br /&gt;
[[File:FG42.jpg|thumb|none|450px|‎FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom)]]&lt;br /&gt;
[[File:BFV FG42 (6).jpg|thumb|600px|none|The ZF4 scope mounted on the FG 42. Note that this uses the earlier model's scope mount.]]&lt;br /&gt;
[[File:BFV FG42 (7).jpg|thumb|600px|none|The Mark III Free Mounted Gun Reflector Sight mounted on the FG 42. In reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is a self-loading rifle available in the game, unlocked by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot;, which is set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note that the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold an additional round in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
The select fire variant fires at 670 RPM, and is statistically identical to the Sturmgewehr 44, while its semi-automatic variant fires at 360 RPM, and has the highest capacity of all semi-automatic rifles in the base game.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps are all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|The left hand is used to rechamber this variant.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20. It is the slowest bolt action rifle at 49 RPM.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an aperture sight (other weapons use these scopes as well). The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys and Under No Flag chapters.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (1).jpg|thumb|600px|none|The Kar98k in Wehrmacht hands.]]&lt;br /&gt;
[[File:BFV Kar98k (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Kar98k (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Kar98k (4).jpg|thumb|600px|none|Blocking the round from ejecting in a tactical reload.]]&lt;br /&gt;
[[File:BFV Kar98k (5).jpg|thumb|600px|none|Topping up with individual rounds.]]&lt;br /&gt;
[[File:BFV Kar98k (6).jpg|thumb|600px|none|Loading a 5-round stripper clip. This is not possible when a scope is equipped.]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (7).jpg|thumb|600px|none|The Kar98k with the swept-back mount and ZF4 scope.]]&lt;br /&gt;
[[File:BFV Kar98k (9).jpg|thumb|600px|none|A suppressed Kar98k with the ZF4 scope in the &amp;quot;Nordlys&amp;quot; singleplayer story.]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (8).jpg|thumb|600px|none|The Kar98k with the ZF42 scope and bipod.]]&lt;br /&gt;
[[File:Bfv-kar98aperture1.jpg|thumb|600px|none|The Kar98k with the &amp;quot;Aperture Sight&amp;quot;, which is based on the Parker Hale model 4 rear sight with a heavily oversized aperture. Its appearance is anachronistic as it was introduced in 1946 in reality.]]&lt;br /&gt;
[[File:Bfv-kar98aperture2.jpg|thumb|600px|none|Aiming down the &amp;quot;Aperture Sight&amp;quot;.]]&lt;br /&gt;
[[File:BFV Kar98k (10).jpg|thumb|none|600px|A &amp;quot;Mint&amp;quot; Karabiner 98k with a bayonet equipped. The &amp;quot;Mint&amp;quot; iron sights option removes the hood from the front sight.]]&lt;br /&gt;
[[File:BFV Kar98k (11).jpg|thumb|none|600px|ADS view of the hood-less front sight.]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red_Dawn_(1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk 1*]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a Mk.I(T) model, though several of the stock customization options give it a Mk.I(T) stock.&lt;br /&gt;
&lt;br /&gt;
It is the fastest bolt-action rifle at 72 RPM (84 RPM when specialized), but is hampered by a slow muzzle velocity at 500 m/s.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No.4 MK.I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible. It is anachronistic by 1 year on this map, as the map is set during the Rotterdam Blitz.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No.4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[File:BFV No.4 (6).jpg|thumb|none|600px|Running with a &amp;quot;Mint&amp;quot; Lee-Enfield equipped with its spike bayonet.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
[[File:BFV No.4(T) (1).jpg|thumb|none|600px|The Lee-Enfield No.4 Mk.I(T) in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle]] returns from ''Battlefield 1'' as a Recon primary, added with the third phase of the &amp;quot;Overture&amp;quot; update. It is again named the &amp;quot;Selbstlader 1906&amp;quot;. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. Unlike its appearance in ''Battlefield 1'' (and unlike its pistol counterpart in both games) the toggle assembly correctly locks back on the final shot.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger rifle in-game.]]&lt;br /&gt;
[[Image:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[Image:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[Image:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the player character removes the stripper clip before doing this.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is unlocked by the Recon at Rank 13. Statistically, it deals the lowest body damage of all bolt-action rifles.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second one in the magazine.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped Krag.]]&lt;br /&gt;
[[File:BFV Krag (7).jpg|thumb|none|600px|When topping off with one or two rounds, the rim of a cartridge is used to open the loading gate.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class. Thirty-round magazines can be unlocked for the Carbine as an upgrade tree option. Unlike the M1A1 Carbine in [[Battlefield Hardline]], the stock is always unfolded and is now modeled to face the correct side. It also mounts the conical flash hider by default, which was an actual attachment in ''Hardline.''&lt;br /&gt;
&lt;br /&gt;
Some soldiers in promotional art for the game wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading a 30-round magazine.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (6).jpg|thumb|none|600px|A customized M1A1 with an &amp;quot;Urban Blue&amp;quot; handguard and &amp;quot;Mint&amp;quot; iron sights. The &amp;quot;Urban Blue&amp;quot; handguard, along with the &amp;quot;Blued&amp;quot; one, gives it a perforated metal heatshield. The &amp;quot;Urban Blue&amp;quot;, &amp;quot;Mint&amp;quot;, and &amp;quot;Gold Plated&amp;quot; iron sights give it an earlier-pattern rear sight.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (7).jpg|thumb|none|600px|Aiming down the earlier-pattern rear sight.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-44==&lt;br /&gt;
The [[MAS-44]] was added as an Assault class semi-automatic rifle in the second phase of the &amp;quot;Lightning Strikes&amp;quot; update. It fires at 360 RPM, and can either be loaded with loose rounds and clips, or upgraded to use detachable magazines. Statistics-wise, it is similar to the Turner SMLE and the AG-42 Ljungman.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|500px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:BFV-MAS44-1.jpg|thumb|none|600px|The MAS-44 in the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV MAS44 (1).jpg|thumb|none|600px|The MAS-44 in British hands.]]&lt;br /&gt;
[[File:BFV MAS44 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV MAS44 (3).jpg|thumb|none|600px|Loading individual 7.5x54 French rounds.]]&lt;br /&gt;
[[File:BFV MAS44 (4).jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BFV MAS44 (5).jpg|thumb|none|600px|Pulling back the iconic plastic charging handle.]]&lt;br /&gt;
[[File:BFV MAS44 (6).jpg|thumb|none|600px|Reloading the MAS's box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue and in a flashback to the end of the ''Battlefield 1'' level &amp;quot;Storm of Steel&amp;quot;.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'', unlocked at Assault rank 16. It is the slowest Assault self-loading rifle at 225 RPM.&lt;br /&gt;
&lt;br /&gt;
All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1. When a scope is equipped, it blocks the stripper clip guide. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free from December 17, 2018 to January 3, 2019.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM, it is the most accurate of them all because of its bipod.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|The Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&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 returns from ''Battlefield 1'', available at Recon Rank 16. &lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV RSC (1).jpg|thumb|600px|none|The R.S.C. in the game.]]&lt;br /&gt;
[[File:BFV RSC (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV RSC (3).jpg|thumb|600px|none|Popping the magazine cover open.]]&lt;br /&gt;
[[File:BFV RSC (4).jpg|thumb|600px|none|Topping up with a 5-round enbloc clip.]]&lt;br /&gt;
[[File:BFV RSC (5).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first person cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[Lebel 1886#R.S.C. Mle 197|RSC 1917]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightning Strikes&amp;quot; update added it as an available rifle in multiplayer.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
[[File:BFV-Ross-3.jpg|thumb|none|600px|The Ross from the chapter 2 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
A [[Sturmgewehr 44]] is available for the Assault class at Rank 13 (initially the starter in beta). It fires at 600 RPM, and is statistically identical to the select-fire Volkssturmgewehr, but the StG is more accurate and controllable.&lt;br /&gt;
&lt;br /&gt;
In campaign, it is anachronistically featured in the level &amp;quot;Under No Flag&amp;quot; set in 1942, and &amp;quot;Nordlys&amp;quot; in 1943.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mint&amp;quot; and &amp;quot;Gold Plated&amp;quot; iron sight customization options give it the barrel assembly of MKb 42(H); this does not change the weapon animations in any way and it remains closed-bolt.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:BFV STG44 (1).jpg|thumb|600px|none|The Sturmgewehr 44 in hand. For this North African map, it is anachronistic by about 3 years.]]&lt;br /&gt;
[[File:BFV STG44 (2).jpg|thumb|600px|none|Aiming down the sights. Due to gameplay purposes, the rear sight is too wide.]]&lt;br /&gt;
[[File:BFV STG44 (3).jpg|thumb|600px|none|About to remove the magazine using the mag release.]]&lt;br /&gt;
[[File:BFV STG44 (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV STG-stock.jpg|thumb|none|600px|The &amp;quot;Night Owl&amp;quot; stock option for the StG 44 removes the stock completely and replaces it with a folding stock. While post-war folding stocks for the StG exist in reality, ones that do not make the weapon inoperable do not, as the stock contains the recoil spring.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV STG-MKb.jpg|thumb|none|600px|Reloading a StG-44 in the beta, with a customization option giving it a MKb barrel assembly. This precise customization option is currently not available in the released game.]]&lt;br /&gt;
[[File:BFV STG-MKb (1).jpg|thumb|none|600px|Crouching with a StG 44 with a MKb barrel assembly, which also has the aforementioned MP 40 underfolding stock.]]&lt;br /&gt;
[[File:BFV STG-MKb (2).jpg|thumb|none|600px|Aiming down the MKb 42(H)-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon, unlocked at Rank 10. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the use of detachable magazines or a twenty round fixed &amp;quot;trench&amp;quot; magazine that is the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historic rate of 770 RPM, which is balanced with lower lethality than its ''BF1'' counterpart (25 max - 17 min damage, compared to 42 - 23, which translates to requiring at least one or two more shots to kill than in ''BF1''), and prior to the ''Lightning Strikes'' update, a smaller 15-round magazine as default, with 20-round magazines locked behind a specialization in the spec tree.  The latter is no longer true as the 20-round magazine has been made the default and only magazine available for the weapon, which conveniently fixes the (now former) issue of the 15-round magazine using the visual model of a 10-rounder.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle at the time.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is unlocked for the Recon class at rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' are divided into two categories: Light Machine Guns and Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
The overheating animation is depicted more realistically compared to ''Battlefield 1'' for the most part, where instead of the Support soldier giving the charging handle a quick rack to &amp;quot;clear the heat&amp;quot;, they will instead replace the quick-change barrel. However, the Vickers K, the Darne M1922 and the MG34 (when equipped with the optional saddle drum magazines) still use the charging handle heat-clearing animation, as the first two lack a quick-change barrel, while the latter animation will never play in-game for reasons that will become clear in the weapon's entry below.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, and Lewis Gun are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun|Bren Mk 1]] is a Support LMG, unlocked at Rank 8. It fires at 514 RPM and has the same damage output as the Lewis Gun. Some customization options give it the barrel and sight assembly or stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[Image:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 British]]&lt;br /&gt;
[[Image:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[Image:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren. Note that the front sight's protective wings have been removed.]]&lt;br /&gt;
[[Image:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[Image:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[Image:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[Image:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[Image:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
[[File:BFV Bren (6).jpg|thumb|none|600px|A customized Bren in-game. Note the &amp;quot;Mint&amp;quot; iron sights, which give the gun a Mk2 barrel and sight assembly, as well as the front sight's wings.]]&lt;br /&gt;
[[File:BFV Bren (7).jpg|thumb|none|600px|Aiming down the Mk2 barrel's iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, and is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Chauchat is planned to be made available for multiplayer in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[Image:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[Image:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[Image:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is used when empty. This is probably because the machine gun is in poor shape after thirty years and having been through one World War already, on top of the fact that it is a Chauchat.]]&lt;br /&gt;
[[Image:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Darne machine gun==&lt;br /&gt;
The [[Darne machine gun]] was added in the fourth phase of the &amp;quot;Lightning Strikes&amp;quot; update as the &amp;quot;M1922 MG&amp;quot;, in the MMG category. It fires at 770 RPM (lower than the real weapon's 1200 RPM) and uses 150 round belts by default, but can be upgraded to either fire at 900 RPM or use 250 round belts.&lt;br /&gt;
[[File:Darne M1922.jpg|thumb|none|500px|Darne M1922 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV M1922 (1).jpg|thumb|none|600px|The M1922 MG in German hands.]]&lt;br /&gt;
[[File:BFV M1922 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV M1922 (3).jpg|thumb|none|600px|Pulling the charging handle when overheated or reloading.]]&lt;br /&gt;
[[File:BFV M1922 (4).jpg|thumb|none|600px|Removing the disintegrating belt after pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1922 (5).jpg|thumb|none|600px|Inserting a new belt.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]'' for the Support class at Rank 10. Statistics wise, it is similar to the Bren Gun, but the Bren is more controllable. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike in Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed, 97-round pan magazine, AA sights, and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
[[File:BFV Lewis6.jpg|thumb|none|600px|The extended mag Lewis gun with the &amp;quot;Arras&amp;quot; skin.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is a medium machine gun in BFV, unlocked at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds, when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one.  There is a separate overheating animation for the gun with the saddle drum, where-in the charging handle is used to &amp;quot;clear the heat&amp;quot;.  However, it will never play within the game itself as the &amp;quot;chrome lining&amp;quot; (slower overheat) spec is a pre-requisite for the drum mag specialization; &amp;quot;Chrome Lining&amp;quot; raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on the &amp;quot;Twisted Steel&amp;quot; map.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun in BFV. Unlocked at Support Rank 20, it fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
The icon for the MG42 depicts it with a belt drum equipped, but in-game it can only use fifty-round (or 250-round with the appropriate specialization) belts.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as the &amp;quot;Gold Plated&amp;quot; visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42 Other weapons also have it available as a muzzle option.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG42 (1).jpg|thumb|none|600px|The MG42 in game. The map is set during the Battle of Arras, so it is anachronistic by 2 years.]]&lt;br /&gt;
[[File:BFV MG42 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG42 (3).jpg|thumb|none|600px|Pulling the charging handle in an empty reload in a similar manner to the MG34.]]&lt;br /&gt;
[[File:BFV MG42 (4).jpg|thumb|none|600px|Loading a fresh belt of 7.92mm.]]&lt;br /&gt;
[[File:BFV MG42 (5).jpg|thumb|none|600px|Using a used brass casing to pull out a piping hot barrel.]]&lt;br /&gt;
[[File:BFV MG42 (6).jpg|thumb|none|600px|Installing a new, ice cold barrel.]]&lt;br /&gt;
[[File:BFV MG42 (7).jpg|thumb|none|600px|Closing the barrel assembly.]]&lt;br /&gt;
[[File:bfv-mg42muzzlegold.jpg|thumb|none|600px|The &amp;quot;Gold Plated&amp;quot; barrel modification for the MG42. Other barrel modifications also use the post-1943 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) was added in the first phase of the &amp;quot;Overture&amp;quot; update as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM, but can be upgraded to 981 RPM, or upgraded with a 100-round extended magazine. Unlike the reference image, the in-game weapon uses AA sights and can be equipped with the stock of the mounted version.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K with the &amp;quot;White Tiger&amp;quot; skin equipped.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading. Note that the bipod is missing, but still functions in-game. This was fixed in the &amp;quot;Lightning Strikes&amp;quot; update.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
[[File:Vickersk.jpg|thumb|none|500px|Vickers K Machine Gun - .303 British]]&lt;br /&gt;
[[File:BFV Vickers K grip.jpg|thumb|none|600px|The Vickers K grip assembly as seen in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class as a spotting flare to locate enemies. Unlike in ''Battlefield 1'' where the spotting area of effect is the same regardless of surface-to-ground distance, the spotting AoE in BFV is now based on how high the Leuchtpistole is shot in the air.&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun) is a dedicated gadget called &amp;quot;Frag/Smoke Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using frag grenades and the latter using smoke grenades. The weapon functions differently from its counterpart in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|500px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the frag version. Note the gas check disk screwed onto the Mills bomb, a correct detail.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] (Projectile, Infantry, Anti Tank) is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar, and because of this, it is more suited to close range attacks, reflecting its short-range effectiveness in real life.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades.&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[File:BFV Sturmpistole (1).jpg|thumb|none|600px|Equipping the Sturmpistole, first the character unfolds the stock...]]&lt;br /&gt;
[[File:BFV Sturmpistole (2).jpg|thumb|none|600px|...and flips up the unused front sight.]]&lt;br /&gt;
[[Image:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[Image:BFV-sturmpis2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from a [[M2 Flamethrower]]. Presumably this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Like in BF1, grenades are thrown instantly when pressing the grenade key. For many of the images below, a glitch has been performed so that the player character appears to hold the grenade, which is normally not possible in gameplay.&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
[[Hafthohlladung Anti Tank Mine]]s can be found in a few campaign missions, appearing as the &amp;quot;Shaped Charge&amp;quot;. They behave similarly to the ''Limpet Mine'' explosive from ''Battlefield 1''. The HHL mine is not currently available in multiplayer.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|200px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:BFV Haftholladung (1).jpg|thumb|none|600px|The ''Hafthohlladung'' in the hands of Billy Bridger.]]&lt;br /&gt;
[[File:BFV Haftholladung (2).jpg|thumb|none|600px|Popping the safety cap up.]]&lt;br /&gt;
[[File:BFV Haftholladung (3).jpg|thumb|none|600px|The ''Hafthohlladung'' in the air.]]&lt;br /&gt;
[[File:BFV Haftholladung (4).jpg|thumb|none|600px|The ''Hafthohlladung'' in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire. The Frag Grenade Rifle also fires Mills Bombs with gas check plates.&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:Mills No 36 Rifle Grenade.JPG|thumb|none|200px|No. 36 Mk. I &amp;quot;Mills Bomb&amp;quot; with gas check attached for use as a rifle grenade.]]&lt;br /&gt;
[[File:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
[[Mk 2 hand grenade]]s appear on the &amp;quot;Scottish Play&amp;quot; and &amp;quot;Flim-Flam&amp;quot; outfits.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:Bfv-mk2grenadeoutfit.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for both factions. Its appearance in a World War II setting is anachronistic as it was introduced just postwar in reality. A more period appropriate smoke grenade would have been the M16. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Royal Motivations outfit.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Germans.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade for the Support class. It can stick to any surface, but can be countered by Zimmerit paste when applied to German tanks.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to both factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;AP Mine&amp;quot;. It is a starting gadget for the Recon class, and can also be unlocked by the Medic and Support classes. As in real life, when triggered it bounces upwards and delivers high damage.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support classes, named the &amp;quot;AT Mine&amp;quot;. As the name implies, it can severely damage enemy tanks when driven through, but can be destroyed by gunfire or deactivated by the Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range, resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the game. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank. The Flakvierling's appearance in the base game is anachronistic by 4 years, as it was introduced in 1944.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing being towed.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
[[File:BFV-flak38_5.jpg|thumb|600px|none|Manning the Flakvierling from the inside of a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==3.7 cm Bordkanone==&lt;br /&gt;
German Stuka dive bombers can be equipped with 3.7 cm ''Bordkanonen''.&lt;br /&gt;
[[File:BFV-bk1.jpg|thumb|600px|none|A ''Bordkanone'' near a destroyed Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans. It can also be fitted in the Panzer IV at Rank 3 of its specialization tree, and is also mounted on top of a Sd.Kfz. 251 halftrack for the Germans as a Squad Reinforcement (9850 points), named &amp;quot;Pakwagen&amp;quot;.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
[[Image:BFV PAK-Panzer.jpg|thumb|600px|none|The &amp;quot;Pak 40 L/43&amp;quot; mounted on the turret of a Panzer IV as a specialization, which is actually the 7.5 cm KwK 40.]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (1).jpg|thumb|600px|none|The Pak 40 mounted on a Hanomag (Sd.Kfz. 251 Pakwagen).]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (2).jpg|thumb|600px|none|Manning the gun in the Hanomag.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Flak==&lt;br /&gt;
Several 8.8 cm FlaKs can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|A FlaK in the campaign.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the &amp;quot;Grand Operations&amp;quot; multiplayer mode.&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Mörser 18 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
[[File:BFV Bren Mounted (1).jpg|thumb|600px|none|Manning the Bren with a drum magazine. Note the sights have been changed.]]&lt;br /&gt;
[[File:BFV Bren Mounted (2).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFV Bofors.jpg|thumb|600px|none|The Bofors turret in the Valentine AA tank, which itself is supposed to represent the Crusader III, AA Mk I, but actually it is just the Crusader's turret on the game's Valentine chassis.]]&lt;br /&gt;
[[File:BFV-bofors2.jpg|thumb|600px|none|Manning the Bofors from the inside.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head on. Note the Calliope tank in the bankground.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Allied counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun. It is also mounted on top of a T48 GMC halftrack as a Squad Reinforcement for the British at 9850 Requisition Points.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
&lt;br /&gt;
==MG17==&lt;br /&gt;
[[MG17 machine gun]]s are mounted on German planes.&lt;br /&gt;
[[File:MG 17.jpg|thumb|none|400px|MG17 machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-mg17.jpg|thumb|600px|none|An MG17 mounted on a Stuka.]]&lt;br /&gt;
&lt;br /&gt;
==MG34 Panzerlauf==&lt;br /&gt;
The [[MG34|MG34 Panzerlauf]] variant, fitted with the saddle drum magazine, is mounted to various German vehicles and as a standalone stationary weapon, while the belt-fed MG34 Panzerlauf is mounted in the hull and coaxial mounts of German tanks. In the second January 2019 patch, the mounted MG34 stationary weapon previously only seen in the campaign was added to multiplayer, replacing the Vickers as the German constructible stationary MG.&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(1).jpg|thumb|600px|none|The MG34 mounted on the backseat of a Kubelwagen; the Panzerlauf (Armored Barrel) barrel can be seen here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(2).jpg|thumb|600px|none|Manning the mounted MG34.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(3).jpg|thumb|600px|none|Aiming. While the sights aren't properly aligned, the actual point of impact is also higher than the front sight, so this common video game issue actually makes a bit more sense here.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(4).jpg|thumb|600px|none|The stationary MG34 added with the second January 2019 patch. This is the rear view.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(5).jpg|thumb|600px|none|The front view of the same weapon.]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is the buildable stationary heavy MG for the British faction. It uses the same animations as ''Battlefield 1'''s Maxim, but its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British - .303 British]]&lt;br /&gt;
[[Image:Bfv-vickers1.jpg|thumb|600px|none|The front of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers2.jpg|thumb|600px|none|The rear of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers3.jpg|thumb|600px|none|Using the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers4.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bfv-mg42muzzlemint.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification for the MG42 uses the post-1940 Mark II blast deflector for the Vickers. Other muzzle modifications also use the blast deflector.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic customization options in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
[[Image:Bfv-stgmuzzlechrome.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the StG 44. Other muzzle modifications also use the Colt Monitor cutts compensator.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
A M3 Grease Gun muzzle flash hider is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Bfv-mp34muzzleghost.jpg|thumb|600px|none|The &amp;quot;Ghost&amp;quot; muzzle modification for the MP34. Other muzzle modifications also use the M3 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==PTRD-41==&lt;br /&gt;
A muzzle from a [[PTRD-41]] is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|500px|PTRD-41 Anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Bfv-mg42muzzleblued.jpg|thumb|600px|none|The &amp;quot;Blued&amp;quot; barrel modification for the MG42. Other barrel modifications also use the PTRD-41 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as a visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
[[Image:Bfv-nightowlbarrel.jpg|thumb|600px|none|The &amp;quot;Night Owl&amp;quot; barrel modification. Other barrel modifications also use the Mk V barrel shroud and front sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenmintmuzzle.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification. Other muzzle modifications also use the Mk I muzzle.]]&lt;br /&gt;
[[Image:Bfv-stengoldstock.jpg|thumb|600px|none|The &amp;quot;Gold Plated&amp;quot; stock modification. Other stock modifications also use the Mk I stock.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I*==&lt;br /&gt;
The Sten Mk 1* stock is an available visual modification of the Sten's &amp;quot;stock&amp;quot; component.&lt;br /&gt;
[[Image:Sten MkI star.jpg|thumb|none|400px|Sten Mk I* - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenchromedstock.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; stock modification. Other stock modifications also use the Mk I* stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Yakuza_Kiwami&amp;diff=1256058</id>
		<title>Yakuza Kiwami</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Yakuza_Kiwami&amp;diff=1256058"/>
		<updated>2019-02-21T20:58:18Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Colt .38 Detective special */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Yakuza Kiwami&lt;br /&gt;
|picture = Yakuza_Kiwami_cover.jpg‎&lt;br /&gt;
|caption = North American box art&lt;br /&gt;
|series= Yakuza&lt;br /&gt;
|developer= Ryu Ga Gotoku Studios&lt;br /&gt;
|publisher= SEGA (JP/NA)&amp;lt;br&amp;gt;Deep Silver (EU/AUS)&lt;br /&gt;
|date= 2015 (JP)&amp;lt;br&amp;gt;2017 (WW)&lt;br /&gt;
|platforms= PS3 (Japan only)&amp;lt;br&amp;gt;PS4&amp;lt;br&amp;gt;PC&lt;br /&gt;
|genre= JRPG, Brawler&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Yakuza Kiwami'' (Japanese:　'''龍が如く　KIWAMI''' Lit. ''Like A Dragon: Extreme'') is a Japanese video game released in late 2015 in Japan, August 2017 in English-speaking regions on PS4, and in February 2019 on PC. It is a remake of the original 2006 ''Yakuza'' game. However, most of the types of guns used on this game are different models compared to the original. It is likely that the guns were modelled on airsoft derivatives, as the game developer has previously credited Tokyo Marui for lending them airsoft models to use for [[Binary Domain]].&lt;br /&gt;
&lt;br /&gt;
{{VG 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;
&lt;br /&gt;
==Colt .38 Detective special==&lt;br /&gt;
&lt;br /&gt;
This gun is known in Japan as the 9.65mm pistol. It is the standard issue pistol for Japanese police officers and is seen at various points during the game. Kiryu uses Date's 9.65mm pistol during the Yokohama car chase, and due to possible code re-use from ''Yakuza 0'''s car chase, it shares the same 15-round capacity (!) as the SIG P226 used in 0.&lt;br /&gt;
[[Image:Colt_Detective_Special.jpg‎|thumb|400px|none|Colt Detective Special 1st Gen with Round Butt - .38 Special]]&lt;br /&gt;
[[Image:Kiryudojimadeath.jpg|thumb|400px|none|Kiryu holding the .38 Special in front of Sohei Dojima's body. In the original ''Yakuza'' game, this was a Colt 1911]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92 FS==&lt;br /&gt;
&lt;br /&gt;
This 9mm pistol is used by members of the MIA, in contrast to the original game where they used Glock 26s. A slow-motion sequence during the game correctly shows the delayed-blowback mechanism, where the barrel rotates around its axis to unlock the breech. However, the sequence is chronologically incorrect, as the gun starts blowing back ''before'' the projectile exits the barrel. &lt;br /&gt;
[[Image:BerettaM92FS.jpg‎|thumb|400px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:B92yakiwami.jpg|thumb|400px|none|A close-up of the gun from the beginning of the incorrectly-timed slow-mo sequence]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
&lt;br /&gt;
This gun is used by a number of Yakuza gangsters and can also be purchased by Kiryu from the weapons dealer. Compared to an actual Makarov, the barrel appears to be extended, and it has a ring hammer. The trigger guard is shaped at a straighter angle, like a Makarov PB.&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg‎|thumb|400px|none|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:PMMakyakuzakiwami.jpg‎|thumb|400px|none|Akira Nishikiyama uses the Makarov PM. In the original game, the gun used in this scene was the same model of Colt 1911 that he used to slay Dojima]]&lt;br /&gt;
&lt;br /&gt;
==1911-Derived Pistol==&lt;br /&gt;
&lt;br /&gt;
A [[Colt 1911]] style pistol can be seen in the game used by character Shinji Tanaka, as well as being held by Haruka Sawamura after surviving the mass shooting at Bantam. It most closely resembles a Para Ordinance LDA 7.45, although there are differences, such as the differently shaped hammer and shorter rear spur. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:HarukaPA745.jpg‎|thumb|400px|none|Haruka with the pistol]]&lt;br /&gt;
[[image:ParaOrdnanceLDA745.jpg‎|thumb|400px|none|Para Ordnance LDA 7.45]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Remington M870==&lt;br /&gt;
&lt;br /&gt;
This shotgun is used in a side mission by a man in drag, as well as a man on the Yokohama car chase sequence. The front part of the shotgun appears to be modelled on the Remington Model 31, with a piece linking the front of the magazine to the barrel. A version that has been modified to fire slimy liquid can also be purchased from the weapon dealer. &lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg‎|thumb|400px|none|Remington 870 Police Magnum Riot Shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Ykiwami870.jpg‎|thumb|400px|none|A Yakuza dressed in drag with the 870 shotgun]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Vektor R5==&lt;br /&gt;
&lt;br /&gt;
A Snake Flower Triad man uses an assault rifle that appears to be similar to a Vektor R5. Like the Vektor, it features a folding stock and the gas mechanism at the front is shaped in the same way, with the front sight placed directly above the gas transfer linkage. However, the front grip and lower receiver are shaped differently. It is likely that the model is based off some kind of airsoft derivative. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:VektorR5.jpg|thumb|400px|none|Vektor R5 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:YkiwamiAN94.jpg|thumb|400px|none|A Snake Flower Triad man reloading what appears to be a modified Vektor R5]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
&lt;br /&gt;
Various Snake Flower Triad members with RPG-7s try to blow up Date's car during the Yokohama car chase. The projectiles advance very slowly, so that the player has time to shoot them before they hit the car. &lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|400px|none|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Ykguywithanrpg.jpg‎|thumb|400px|none|Snake Flower Triad man with an RPG-7]]&lt;br /&gt;
&lt;br /&gt;
==Sig Sauer P220-derived air gun==&lt;br /&gt;
&lt;br /&gt;
An air gun that appears to be based on the Sig Sauer type design is purchasable from the weapons dealer as &amp;quot;Modified Toy Gun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Type 97 Hand Grenade==&lt;br /&gt;
&lt;br /&gt;
Antagonist Futoshi Shimano throws a Type 97 hand grenade near the end of the game, resulting in the death of Kiryu's father figure Shintaro Kazama. &lt;br /&gt;
&lt;br /&gt;
[[Image:Japanese-type97-grenade.jpg|thumb|400px|none|Type 97 High-Explosive Fragmentation hand grenade (minus pin)]]&lt;br /&gt;
[[Image:Ykshimanogrenade.JPG|thumb|400px|none|Futoshi Shimano about to throw the grenade]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;br /&gt;
[[Category: Yakuza Series]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1249324</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1249324"/>
		<updated>2019-01-27T05:56:40Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Winchester Model 1907 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=Battlefield V Cover Art.jpg&lt;br /&gt;
|caption=''Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the third entry to be set chiefly in World War 2 (the first since ''[[Battlefield: 1943]]'').&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;
Like in previous Battlefield games, players can select one from four classes (Assault, Medic, Support and Recon). The Assault class wields faster semi-automatic or select-fire rifles, the Medic class uses submachine guns like in ''[[Battlefield: 1942]]'', the Support class uses machine guns and shotguns, and the Recon class uses bolt-action and slow semi-automatic rifles (the latter are referred to as &amp;quot;self-loading rifles&amp;quot;). These four roles are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can specialize into the &amp;quot;Engineer&amp;quot; role and help build fortifications on the map with ease, etc.)&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, replaced with an upgrade tree. Weapon finishes are now split into multiple parts, and can change the physical appearance of the weapon as well as its finish.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, a M1911 is used by the machine gunner in the final scene of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story. Like in ''Battlefield 1'', the hammer never moves and stays in the cocked position.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as in ''Battlefield 1'', other than that the player character actually catches the spent mag on a non-empty reload instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is a sidearm in the game, serving as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). It is available at Rank 19 of any class. While starting out with a sensible four rounds in reserve, resupplying brings it up to fifty - somewhat reasonable if not for the fact that the reload animation shows the new round being taken from the grip compartment, which is obviously too small to fit fifty rounds.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from ''Battlefield 1''. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908. Like in ''Battlefield 1'', it does not lock back on the last shot, instead repeating the standard firing animation with the toggle assembly going forward, with the toggle assembly then magically locking back, despite the fact that all other pistols had this error fixed. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. The reload animations for the Luger are reused from ''Battlefield 1''. Note the lack of trigger discipline, accurate for World War II.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round. Note the trigger discipline, unlike the Luger P08.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1'', again as the &amp;quot;Repetierpistole M1912&amp;quot;. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away, explaining how they're kept. Unlike the M1911 (and like the P38 and Mk VI), the hammer actually moves, though gameplay requirements mean that it does this ''after'' a shot has been fired.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole M1912&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] returns from ''Battlefield 1'' as the &amp;quot;Mk VI Revolver&amp;quot;. It is unlocked at Rank 15 of any class and has the highest damage output of any sidearm.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Mk VI, note that it is held much further out than in Battlefield 1.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Opening up the cylinder. As with the last game, it correctly shows which rounds have been fired; in this case, all were expended.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The [[Erma EMP]] is a submachine gun available in BFV, unlocked at Rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. Note the mounted 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile. In-game, however, it is an available sight for several weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is found in ''Battlefield V''. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Finding the constant talks of grip correctness on IMFDB frustrating to read through, the ''Battlefield V'' Medic takes refuge in audacity by gripping the magazine well with an underhanded grip.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is featured in the multiplayer as an available SMG for the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten. Some of the barrel cosmetic options remove the resting plate under the barrel, a feature of the [[MP41]].&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|Holding the MP40. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The player character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is unlocked at rank 20 of the Medic class. By default it has a 20-round magazine, but can be upgraded with a 50-round drum magazine. An M1928A1 with a 30-round drum magazine is the starting weapon for Billy Bridger in the &amp;quot;Under No Flag&amp;quot; War Story (though he uses a Sten in cutscenes), and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags. It was originally portrayed as full-auto only, but a semi-auto mode was added in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (1).jpg|thumb|600px|none|The M1928A1 Thompson with a 20-round magazine held by a British soldier...]]&lt;br /&gt;
[[File:BFV M1928 (2).jpg|thumb|600px|none|...and another one with the 50-round drum magazine. Note that the magwell has been changed to support the drum.]]&lt;br /&gt;
[[File:BFV M1928 (3).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1928 (4).jpg|thumb|600px|none|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV M1928 (5).jpg|thumb|600px|none|...then inserting a fresh 20-round magazine. Note the Cutts compensator; by default the M1928A1 does not have one, but all the muzzle visual customization options give it one.]]&lt;br /&gt;
[[File:BFV M1928 (6).jpg|thumb|600px|none|Removing the drum magazine to the right...]]&lt;br /&gt;
[[File:BFV M1928 (7).jpg|thumb|600px|none|...and inserting a fresh drum to the left.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk. II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine. The Suomi has the highest rate of fire for the SMGs, with 770 RPM (981 RPM when specialized).&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into the KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] was added to multiplayer in the first phase of the &amp;quot;Lightning Strikes&amp;quot; update, as an SMG for the Medic class. By default, it has a 30-round box magazine, but can be upgraded to a 40-round magazine. It fires at 514 RPM, but can be upgraded to 720 RPM.&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm. This is the base version with folding bipod and detachable barrel.]]&lt;br /&gt;
[[File:Bfv-zk383promo.jpg|thumb|none|600px|A promotional image for the &amp;quot;Lightning Strikes&amp;quot; update, showing a German soldier holding a ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-2.jpg|thumb|none|600px|The ZK-383 from the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV-ZK383-Idle.jpg|thumb|none|600px|Holding the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV-ZK383-Reload.jpg|thumb|none|600px|Reloading the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Charginghandle.jpg|thumb|none|600px|Pulling back the charging handle.]]&lt;br /&gt;
[[File:BFV-ZK383-Bipod.jpg|thumb|none|600px|The ZK-383 with its bipod deployed.]]&lt;br /&gt;
[[File:BFV-ZK383-Extendedmag.jpg|thumb|none|600px|The ZK-383 with a 40 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'' with the same &amp;quot;12g Automatic&amp;quot; name, now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a support class primary weapon. In real life the left barrel was used to fire slugs, but in the game both barrels fire buckshot. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] shotgun. The shotgun is currently not present in BFV.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free from December 19, 2018 to January 3, 2019. As in BF1, it cannot be chamberloaded and only holds 5 rounds instead of 5+1. It is the slowest firing shotgun in the game at 100 RPM, much slower than it was in the previous game, and also cannot be slamfired (again unlike its appearance in ''BF1''). However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
A bayonet can be equipped at rank 4.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exceptions are the Steyr Mannlicher M1895/30 and the AG-42 Ljungman, as the former's en-bloc clip function requires the scope be mounted forward of the ejection port to not obstruct clip feeding/ejection, and the latter's charging mechanism also prohibits the use of receiver-mounted scopes.&lt;br /&gt;
&lt;br /&gt;
Semi-automatic rifles issued to the Assault class appear under the “Semi-Auto Rifle” designation while semi-automatic rifles issued to the Recon class are labeled as “Self-Loading Rifles.” While ultimately just two different terms for the same type of rifle, the former name differentiates Assault's rifles from its ''full-auto'' rifles, while the latter name differentiates Recon's rifles from its ''manually-operated'' rifles.&lt;br /&gt;
==AG-42 Ljungman==&lt;br /&gt;
The [[AG-42 Ljungman]] is an Assault self-loading rifle added with the fourth phase of the &amp;quot;Overture&amp;quot; update. It fires at 450 RPM, and like the Gewehr 43, it can be upgraded to accept detachable magazines. The animation for non-empty reloading without detachable magazines accurately shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|499px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. It is currently only found in the single player campaign's stealth sections.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|500px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:BFV Delisle (1).jpg|thumb|600px|none|The De Lisle Carbine in the hands of Solveig.]]&lt;br /&gt;
[[File:BFV Delisle (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Delisle (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Delisle (4).jpg|thumb|600px|none|Reloading the 7-round .45 ACP magazine.]]&lt;br /&gt;
[[File:BFV Delisle (5).jpg|thumb|600px|none|The De Lisle on a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The second pattern [[FG 42]] is categorized as an LMG and used by the Support class at Rank 16. It has the lowest capacity of all LMGs in the base game, and has the highest vertical recoil kick. It can also mount a bayonet, though the bayonet is not shown in the stowed position when not equipped.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 1st pattern FG 42, is used to mount various sights to different weapons. The stock of the 1st version is also available as a cosmetic option. The FG 42 muzzle is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV FG42 (1).jpg|thumb|600px|none|FG 42 in hand. On this level, the second pattern model is anachronistic by about 2 years.]]&lt;br /&gt;
[[File:BFV FG42 (2).jpg|thumb|600px|none|Aiming down the sights. Although difficult to see, the sights are set for 500 meters. This is not reflected in gameplay.]]&lt;br /&gt;
[[File:BFV FG42 (3).jpg|thumb|600px|none|Removing a 20-round magazine...]]&lt;br /&gt;
[[File:BFV FG42 (4).jpg|thumb|600px|none|...and loading a new one.]]&lt;br /&gt;
[[File:BFV FG42 (5).jpg|thumb|600px|none|Pulling the open bolt charging handle.]]&lt;br /&gt;
[[File:FG42.jpg|thumb|none|450px|‎FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom)]]&lt;br /&gt;
[[File:BFV FG42 (6).jpg|thumb|600px|none|The ZF4 scope mounted on the FG 42. Note that this uses the earlier model's scope mount.]]&lt;br /&gt;
[[File:BFV FG42 (7).jpg|thumb|600px|none|The Mark III Free Mounted Gun Reflector Sight mounted on the FG 42. In reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is a self-loading rifle available in the game, unlocked by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot;, which is set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note that the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold an additional round in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
The select fire variant fires at 670 RPM, and is statistically identical to the Sturmgewehr 44, while its semi-automatic variant fires at 360 RPM, and has the highest capacity of all semi-automatic rifles in the base game.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps are all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|The left hand is used to rechamber this variant.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20. It is the slowest bolt action rifle at 49 RPM.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an aperture sight (other weapons use these scopes as well). The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys and Under No Flag chapters.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (1).jpg|thumb|600px|none|The Kar98k in Wehrmacht hands.]]&lt;br /&gt;
[[File:BFV Kar98k (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Kar98k (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Kar98k (4).jpg|thumb|600px|none|Blocking the round from ejecting in a tactical reload.]]&lt;br /&gt;
[[File:BFV Kar98k (5).jpg|thumb|600px|none|Topping up with individual rounds.]]&lt;br /&gt;
[[File:BFV Kar98k (6).jpg|thumb|600px|none|Loading a 5-round stripper clip. This is not possible when a scope is equipped.]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (7).jpg|thumb|600px|none|The Kar98k with the swept-back mount and ZF4 scope.]]&lt;br /&gt;
[[File:BFV Kar98k (9).jpg|thumb|600px|none|A suppressed Kar98k with the ZF4 scope in the &amp;quot;Nordlys&amp;quot; singleplayer story.]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (8).jpg|thumb|600px|none|The Kar98k with the ZF42 scope and bipod.]]&lt;br /&gt;
[[File:Bfv-kar98aperture1.jpg|thumb|600px|none|The Kar98k with the &amp;quot;Aperture Sight&amp;quot;, which is based on the Parker Hale model 4 rear sight with a heavily oversized aperture. Its appearance is anachronistic as it was introduced in 1946 in reality.]]&lt;br /&gt;
[[File:Bfv-kar98aperture2.jpg|thumb|600px|none|Aiming down the &amp;quot;Aperture Sight&amp;quot;.]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red_Dawn_(1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk 1*]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a Mk.I(T) model, but the proper stock can be selected in the cosmetics menu.&lt;br /&gt;
&lt;br /&gt;
It is the fastest bolt-action rifle at 72 RPM (84 RPM when specialized), but is hampered by a slow muzzle velocity at 500 m/s.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No.4 MK.I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible. It is anachronistic by 1 year on this map, as the map is set during the Rotterdam Blitz.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No.4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle]] returns from ''Battlefield 1'' as a Recon primary, added with the third phase of the &amp;quot;Overture&amp;quot; update. It is again named the &amp;quot;Selbstlader 1906&amp;quot;. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. Unlike its appearance in ''Battlefield 1'' (and unlike its pistol counterpart in both games) the toggle assembly correctly locks back on the final shot.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger rifle in-game.]]&lt;br /&gt;
[[Image:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[Image:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[Image:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the player character removes the stripper clip before doing this.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is unlocked by the Recon at Rank 13. Statistically, it deals the lowest body damage of all bolt-action rifles.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second one in the magazine.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped Krag.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class. Thirty-round magazines can be unlocked for the Carbine as an upgrade tree option.&lt;br /&gt;
&lt;br /&gt;
Some of the soldiers on the game's various key arts wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading a 30-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-44==&lt;br /&gt;
The [[MAS-44]] was added as an Assault class semi-automatic rifle in the second phase of the &amp;quot;Lightning Strikes&amp;quot; update. It fires at 360 RPM, and can either be loaded with loose rounds and clips, or upgraded to use detachable magazines. Statistics-wise, it is similar to the Turner SMLE and the AG-42 Ljungman.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|500px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:BFV-MAS44-1.jpg|thumb|none|600px|The MAS-44 in the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV MAS44 (1).jpg|thumb|none|600px|The MAS-44 in British hands.]]&lt;br /&gt;
[[File:BFV MAS44 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV MAS44 (3).jpg|thumb|none|600px|Loading individual 7.5x54 French rounds.]]&lt;br /&gt;
[[File:BFV MAS44 (4).jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BFV MAS44 (5).jpg|thumb|none|600px|Pulling back the iconic plastic charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue and in a flashback to the end of the ''Battlefield 1'' level &amp;quot;Storm of Steel&amp;quot;.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'', unlocked at Assault rank 16. It is the slowest Assault self-loading rifle at 225 RPM.&lt;br /&gt;
&lt;br /&gt;
All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1. When a scope is equipped, it blocks the stripper clip guide. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free from December 17, 2018 to January 3, 2019.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM, it is the most accurate of them all because of its bipod.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|The Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&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 returns from ''Battlefield 1'', available at Recon Rank 16. &lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV RSC (1).jpg|thumb|600px|none|The R.S.C. in the game.]]&lt;br /&gt;
[[File:BFV RSC (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV RSC (3).jpg|thumb|600px|none|Popping the magazine cover open.]]&lt;br /&gt;
[[File:BFV RSC (4).jpg|thumb|600px|none|Topping up with a 5-round enbloc clip.]]&lt;br /&gt;
[[File:BFV RSC (5).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first person cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[Lebel 1886#R.S.C. Mle 197|RSC 1917]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightning Strikes&amp;quot; update added it as an available rifle in multiplayer.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
[[File:BFV-Ross-3.jpg|thumb|none|600px|The Ross from the chapter 2 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
A [[Sturmgewehr 44]] is available for the Assault class at Rank 13 (initially the starter in beta). It fires at 600 RPM, and is statistically identical to the select-fire Volkssturmgewehr, but the StG is more accurate and controllable.&lt;br /&gt;
&lt;br /&gt;
In campaign, it is anachronistically featured in the level &amp;quot;Under No Flag&amp;quot; set in 1942, and &amp;quot;Nordlys&amp;quot; in 1943.&lt;br /&gt;
&lt;br /&gt;
In the beta, one of the scope options rather oddly gives it the barrel assembly of the MKb 42(H), though the weapon retains its base stats otherwise and retains closed-bolt function. In the current release version, some of the iron sight options such as the top-tier gold plating unlock use the MKb 42's barrel assembly as well.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:BFV STG44 (1).jpg|thumb|600px|none|The Sturmgewehr 44 in hand. For this North African map, it is anachronistic by about 3 years.]]&lt;br /&gt;
[[File:BFV STG44 (2).jpg|thumb|600px|none|Aiming down the sights. Due to gameplay purposes, the sights are too wide.]]&lt;br /&gt;
[[File:BFV STG44 (3).jpg|thumb|600px|none|About to remove the magazine using the mag release.]]&lt;br /&gt;
[[File:BFV STG44 (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV STG-stock.jpg|thumb|none|600px|The &amp;quot;Night Owl&amp;quot; stock option for the StG 44 removes the stock completely and replaces it with a folding stock. While post-war folding stocks for the StG exist in reality, ones that do not make the weapon inoperable do not, as the stock contains the recoil spring.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:BFV STG-MKb.jpg|thumb|none|600px|Reloading the Beta StG-44 with the MKb barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon, unlocked at Rank 10. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the use of detachable magazines or a twenty round fixed &amp;quot;trench&amp;quot; magazine that is the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historic rate of 770 RPM, which is balanced with lower lethality than its ''BF1'' counterpart (25 max - 17 min damage, compared to 42 - 23, which translates to requiring at least one or two more shots to kill than in ''BF1''), and prior to the ''Lightning Strikes'' update, a smaller 15-round magazine as default, with 20-round magazines locked behind a specialization in the spec tree.  The latter is no longer true as the 20-round magazine has been made the default and only magazine available for the weapon.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle at the time.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is unlocked for the Recon class at rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' are divided into two categories: Light Machine Guns and Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
The overheating animation is depicted more realistically compared to ''Battlefield 1'' for the most part, where instead of the Support soldier giving the charging handle a quick rack to &amp;quot;clear the heat&amp;quot;, they will instead replace the quick-change barrel. However, the Vickers K and the MG34 (When equipped with the optional saddle drum magazines) still use the charging handle heat-clearing animation, as the former lacks a quick-change barrel, while the latter animation will never play in-game for reasons that will become clear in the weapon's entry below.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, and Lewis Gun are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun]] is a Support LMG, unlocked at Rank 8. It fires at 514 RPM and has the same damage output as the Lewis Gun. In the customization menu, a few options will equip it with the stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[Image:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 caliber]]&lt;br /&gt;
[[Image:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[Image:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren.]]&lt;br /&gt;
[[Image:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[Image:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[Image:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[Image:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[Image:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, and is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Chauchat is planned to be made available for multiplayer in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[Image:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[Image:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[Image:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is used when empty. This is probably because the machine gun is in poor shape after thirty years and having been through one World War already, on top of the fact that it is a Chauchat.]]&lt;br /&gt;
[[Image:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Darne machine gun==&lt;br /&gt;
The [[Darne machine gun]] will be added in the fourth week of the &amp;quot;Lightning Strikes&amp;quot; update as the &amp;quot;M1922 MG&amp;quot;, in the MMG category.&lt;br /&gt;
[[File:Darne M1922.jpg|thumb|none|500px|Darne M1922 - 8x50mmR Lebel]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]'' for the Support class at Rank 10. Statistics wise, it is similar to the Bren Gun, but the Bren is more controllable. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike in Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed, 97-round pan magazine, AA sights, and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is a medium machine gun in BFV, unlocked at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds, when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one.  There is a separate overheating animation for the gun with the saddle drum, where-in the charging handle is used to &amp;quot;clear the heat&amp;quot;.  However, it will never play within the game itself as the &amp;quot;chrome lining&amp;quot; (slower overheat) spec is a pre-requisite for the drum mag specialization; &amp;quot;Chrome Lining&amp;quot; raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on the &amp;quot;Twisted Steel&amp;quot; map.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun in BFV. Unlocked at Support Rank 20, it fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
The icon for the MG42 depicts it with a belt drum equipped, but in-game it can only use fifty-round (or 250-round with the appropriate specialization) belts.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as the &amp;quot;Gold Plated&amp;quot; visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42 Other weapons also have it available as a muzzle option.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG42 (1).jpg|thumb|none|600px|The MG42 in game. The map is set during the Battle of Arras, so it is anachronistic by 2 years.]]&lt;br /&gt;
[[File:BFV MG42 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG42 (3).jpg|thumb|none|600px|Pulling the charging handle in an empty reload in a similar manner to the MG34.]]&lt;br /&gt;
[[File:BFV MG42 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG42 (5).jpg|thumb|none|600px|Using a used brass casing to pull out a piping hot barrel.]]&lt;br /&gt;
[[File:BFV MG42 (6).jpg|thumb|none|600px|Installing a new, ice cold barrel.]]&lt;br /&gt;
[[File:BFV MG42 (7).jpg|thumb|none|600px|Closing the barrel assembly.]]&lt;br /&gt;
[[File:bfv-mg42muzzlegold.jpg|thumb|none|600px|The &amp;quot;Gold Plated&amp;quot; barrel modification for the MG42. Other barrel modifications also use the post-1943 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) was added in the first phase of the &amp;quot;Overture&amp;quot; update as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM, but can be upgraded to 981 RPM, or upgraded with a 100-round extended magazine. Unlike the reference image, the in-game weapon uses AA sights and can be equipped with the stock of the mounted version.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K with the &amp;quot;White Tiger&amp;quot; skin equipped.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading. Note that the bipod is missing, but still functions in-game. This was fixed in the &amp;quot;Lightning Strikes&amp;quot; update.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class.&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun) is a dedicated gadget called &amp;quot;Frag/Smoke Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using frag grenades and the latter using smoke grenades. The weapon functions differently from its counterpart in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|500px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the frag version. Note the gas check disk screwed onto the Mills bomb, a correct detail.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades.&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[Image:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[Image:BFV-sturmpis2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from a [[M2 Flamethrower]]. Presumably this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Like in BF1, grenades are thrown instantly when pressing the grenade key. For many of the images below, a glitch has been performed so that the player character appears to hold the grenade, which is normally not possible in gameplay.&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
[[Hafthohlladung Anti Tank Mine]]s can be found in a few campaign missions, appearing as the &amp;quot;Shaped Charge&amp;quot;. They behave similarly to the ''Limpet Mine'' explosive from ''Battlefield 1''. The HHL mine is not currently available in multiplayer.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|200px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:BFV Haftholladung (1).jpg|thumb|none|600px|The ''Hafthohlladung'' in the hands of Billy Bridger.]]&lt;br /&gt;
[[File:BFV Haftholladung (2).jpg|thumb|none|600px|Popping the safety cap up.]]&lt;br /&gt;
[[File:BFV Haftholladung (3).jpg|thumb|none|600px|The ''Hafthohlladung'' in the air.]]&lt;br /&gt;
[[File:BFV Haftholladung (4).jpg|thumb|none|600px|The ''Hafthohlladung'' in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire. The Frag Grenade Rifle also fires Mills Bombs with gas check plates.&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:Mills No 36 Rifle Grenade.JPG|thumb|none|200px|No. 36 Mk. I &amp;quot;Mills Bomb&amp;quot; with gas check attached for use as a rifle grenade.]]&lt;br /&gt;
[[File:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
[[Mk 2 hand grenade]]s appear on the &amp;quot;Scottish Play&amp;quot; and &amp;quot;Flim-Flam&amp;quot; outfits.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:Bfv-mk2grenadeoutfit.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for both factions. Its appearance in a World War II setting is anachronistic as it was introduced just postwar in reality. A more period appropriate smoke grenade would have been the M16. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Royal Motivations outfit.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Germans.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade for the Support class. It can stick to any surface, but can be countered by Zimmerit paste when applied to German tanks.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to both factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;AP Mine&amp;quot;. It is a starting gadget for the Recon class, and can also be unlocked by the Medic and Support classes. As in real life, when triggered it bounces upwards and delivers high damage.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support classes, named the &amp;quot;AT Mine&amp;quot;. As the name implies, it can severely damage enemy tanks when driven through, but can be destroyed by gunfire or deactivated by the Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range, resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the game. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank. The Flakvierling's appearance in the base game is anachronistic by 4 years, as it was introduced in 1944.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing being towed.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
[[File:BFV-flak38_5.jpg|thumb|600px|none|Manning the Flakvierling from the inside of a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans. It can also be fitted in the Panzer IV at Rank 3 of its specialization tree, and is also mounted on top of a Sd.Kfz. 251 halftrack for the Germans as a Squad Reinforcement (9850 points), named &amp;quot;Pakwagen&amp;quot;.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
[[Image:BFV PAK-Panzer.jpg|thumb|600px|none|The &amp;quot;Pak 40 L/43&amp;quot; mounted on the turret of a Panzer IV as a specialization, which is actually the 7.5 cm KwK 40.]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (1).jpg|thumb|600px|none|The Pak 40 mounted on a Hanomag (Sd.Kfz. 251 Pakwagen).]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (2).jpg|thumb|600px|none|Manning the gun in the Hanomag.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Flak==&lt;br /&gt;
Several 8.8 cm FlaKs can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|A FlaK in the campaign.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the &amp;quot;Grand Operations&amp;quot; multiplayer mode.&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Mörser 18 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
[[File:BFV Bren Mounted (1).jpg|thumb|600px|none|Manning the Bren with a drum magazine. Note the sights have been changed.]]&lt;br /&gt;
[[File:BFV Bren Mounted (2).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFV Bofors.jpg|thumb|600px|none|The Bofors turret in the Valentine AA tank, which itself is supposed to represent the Crusader III, AA Mk I, but actually it is just the Crusader's turret on the game's Valentine chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head on. Note the Calliope tank in the bankground.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Allied counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun. It is also mounted on top of a T48 GMC halftrack as a Squad Reinforcement for the British at 9850 Requisition Points.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
An [[MG34]] machine gun with saddle drum magazines can be seen mounted on top of German vehicles, and the ''Panzerlauf'' variant is mounted in the hulls and coaxial mounts of the Panzer 38, Panzer IV, and Tiger I tanks.&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(1).jpg|thumb|600px|none|The MG34 mounted on the backseat of a Kubelwagen.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(2).jpg|thumb|600px|none|Manning the mounted MG34.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(3).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is a buildable stationary heavy MG for both factions. It uses the same animations as ''Battlefield 1'''s Maxim, but its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British - .303 British]]&lt;br /&gt;
[[Image:Bfv-vickers1.jpg|thumb|600px|none|The front of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers2.jpg|thumb|600px|none|The rear of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers3.jpg|thumb|600px|none|Using the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers4.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bfv-mg42muzzlemint.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification for the MG42 uses the post-1940 Mark II blast deflector for the Vickers. Other muzzle modifications also use the blast deflector.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic customization options in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
[[Image:Bfv-stgmuzzlechrome.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the StG 44. Other muzzle modifications also use the Colt Monitor cutts compensator.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
A M3 Grease Gun muzzle flash hider is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Bfv-mp34muzzleghost.jpg|thumb|600px|none|The &amp;quot;Ghost&amp;quot; muzzle modification for the MP34. Other muzzle modifications also use the M3 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==PTRD-41==&lt;br /&gt;
A muzzle from a [[PTRD-41]] is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|500px|PTRD-41 Anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Bfv-mg42muzzleblued.jpg|thumb|600px|none|The &amp;quot;Blued&amp;quot; barrel modification for the MG42. Other barrel modifications also use the PTRD-41 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as a visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
[[Image:Bfv-nightowlbarrel.jpg|thumb|600px|none|The &amp;quot;Night Owl&amp;quot; barrel modification. Other barrel modifications also use the Mk V barrel shroud and front sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenmintmuzzle.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification. Other muzzle modifications also use the Mk I muzzle.]]&lt;br /&gt;
[[Image:Bfv-stengoldstock.jpg|thumb|600px|none|The &amp;quot;Gold Plated&amp;quot; stock modification. Other stock modifications also use the Mk I stock.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I*==&lt;br /&gt;
The Sten Mk 1* stock is an available visual modification of the Sten's &amp;quot;stock&amp;quot; component.&lt;br /&gt;
[[Image:Sten MkI star.jpg|thumb|none|400px|Sten Mk I* - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenchromedstock.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; stock modification. Other stock modifications also use the Mk I* stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1249323</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1249323"/>
		<updated>2019-01-27T05:56:21Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Winchester Model 1907 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=Battlefield V Cover Art.jpg&lt;br /&gt;
|caption=''Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale ''[[Battlefield]]'' FPS series, and is the third entry to be set chiefly in World War 2 (the first since ''[[Battlefield: 1943]]'').&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;
Like in previous Battlefield games, players can select one from four classes (Assault, Medic, Support and Recon). The Assault class wields faster semi-automatic or select-fire rifles, the Medic class uses submachine guns like in ''[[Battlefield: 1942]]'', the Support class uses machine guns and shotguns, and the Recon class uses bolt-action and slow semi-automatic rifles (the latter are referred to as &amp;quot;self-loading rifles&amp;quot;). These four roles are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can specialize into the &amp;quot;Engineer&amp;quot; role and help build fortifications on the map with ease, etc.)&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, replaced with an upgrade tree. Weapon finishes are now split into multiple parts, and can change the physical appearance of the weapon as well as its finish.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, a M1911 is used by the machine gunner in the final scene of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story. Like in ''Battlefield 1'', the hammer never moves and stays in the cocked position.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as in ''Battlefield 1'', other than that the player character actually catches the spent mag on a non-empty reload instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is a sidearm in the game, serving as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). It is available at Rank 19 of any class. While starting out with a sensible four rounds in reserve, resupplying brings it up to fifty - somewhat reasonable if not for the fact that the reload animation shows the new round being taken from the grip compartment, which is obviously too small to fit fifty rounds.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from ''Battlefield 1''. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908. Like in ''Battlefield 1'', it does not lock back on the last shot, instead repeating the standard firing animation with the toggle assembly going forward, with the toggle assembly then magically locking back, despite the fact that all other pistols had this error fixed. &lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. The reload animations for the Luger are reused from ''Battlefield 1''. Note the lack of trigger discipline, accurate for World War II.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round. Note the trigger discipline, unlike the Luger P08.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1'', again as the &amp;quot;Repetierpistole M1912&amp;quot;. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away, explaining how they're kept. Unlike the M1911 (and like the P38 and Mk VI), the hammer actually moves, though gameplay requirements mean that it does this ''after'' a shot has been fired.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole M1912&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] returns from ''Battlefield 1'' as the &amp;quot;Mk VI Revolver&amp;quot;. It is unlocked at Rank 15 of any class and has the highest damage output of any sidearm.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Mk VI, note that it is held much further out than in Battlefield 1.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Opening up the cylinder. As with the last game, it correctly shows which rounds have been fired; in this case, all were expended.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
The [[Erma EMP]] is a submachine gun available in BFV, unlocked at Rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. Note the mounted 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile. In-game, however, it is an available sight for several weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is found in ''Battlefield V''. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Finding the constant talks of grip correctness on IMFDB frustrating to read through, the ''Battlefield V'' Medic takes refuge in audacity by gripping the magazine well with an underhanded grip.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is featured in the multiplayer as an available SMG for the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten. Some of the barrel cosmetic options remove the resting plate under the barrel, a feature of the [[MP41]].&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|Holding the MP40. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The player character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is unlocked at rank 20 of the Medic class. By default it has a 20-round magazine, but can be upgraded with a 50-round drum magazine. An M1928A1 with a 30-round drum magazine is the starting weapon for Billy Bridger in the &amp;quot;Under No Flag&amp;quot; War Story (though he uses a Sten in cutscenes), and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags. It was originally portrayed as full-auto only, but a semi-auto mode was added in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (1).jpg|thumb|600px|none|The M1928A1 Thompson with a 20-round magazine held by a British soldier...]]&lt;br /&gt;
[[File:BFV M1928 (2).jpg|thumb|600px|none|...and another one with the 50-round drum magazine. Note that the magwell has been changed to support the drum.]]&lt;br /&gt;
[[File:BFV M1928 (3).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1928 (4).jpg|thumb|600px|none|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV M1928 (5).jpg|thumb|600px|none|...then inserting a fresh 20-round magazine. Note the Cutts compensator; by default the M1928A1 does not have one, but all the muzzle visual customization options give it one.]]&lt;br /&gt;
[[File:BFV M1928 (6).jpg|thumb|600px|none|Removing the drum magazine to the right...]]&lt;br /&gt;
[[File:BFV M1928 (7).jpg|thumb|600px|none|...and inserting a fresh drum to the left.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk. II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine. The Suomi has the highest rate of fire for the SMGs, with 770 RPM (981 RPM when specialized).&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into the KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] was added to multiplayer in the first phase of the &amp;quot;Lightning Strikes&amp;quot; update, as an SMG for the Medic class. By default, it has a 30-round box magazine, but can be upgraded to a 40-round magazine. It fires at 514 RPM, but can be upgraded to 720 RPM.&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm. This is the base version with folding bipod and detachable barrel.]]&lt;br /&gt;
[[File:Bfv-zk383promo.jpg|thumb|none|600px|A promotional image for the &amp;quot;Lightning Strikes&amp;quot; update, showing a German soldier holding a ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-2.jpg|thumb|none|600px|The ZK-383 from the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV-ZK383-Idle.jpg|thumb|none|600px|Holding the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Sights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV-ZK383-Reload.jpg|thumb|none|600px|Reloading the ZK-383.]]&lt;br /&gt;
[[File:BFV-ZK383-Charginghandle.jpg|thumb|none|600px|Pulling back the charging handle.]]&lt;br /&gt;
[[File:BFV-ZK383-Bipod.jpg|thumb|none|600px|The ZK-383 with its bipod deployed.]]&lt;br /&gt;
[[File:BFV-ZK383-Extendedmag.jpg|thumb|none|600px|The ZK-383 with a 40 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'' with the same &amp;quot;12g Automatic&amp;quot; name, now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a support class primary weapon. In real life the left barrel was used to fire slugs, but in the game both barrels fire buckshot. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] shotgun. The shotgun is currently not present in BFV.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free from December 19, 2018 to January 3, 2019. As in BF1, it cannot be chamberloaded and only holds 5 rounds instead of 5+1. It is the slowest firing shotgun in the game at 100 RPM, much slower than it was in the previous game, and also cannot be slamfired (again unlike its appearance in ''BF1''). However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
A bayonet can be equipped at rank 4.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exceptions are the Steyr Mannlicher M1895/30 and the AG-42 Ljungman, as the former's en-bloc clip function requires the scope be mounted forward of the ejection port to not obstruct clip feeding/ejection, and the latter's charging mechanism also prohibits the use of receiver-mounted scopes.&lt;br /&gt;
&lt;br /&gt;
Semi-automatic rifles issued to the Assault class appear under the “Semi-Auto Rifle” designation while semi-automatic rifles issued to the Recon class are labeled as “Self-Loading Rifles.” While ultimately just two different terms for the same type of rifle, the former name differentiates Assault's rifles from its ''full-auto'' rifles, while the latter name differentiates Recon's rifles from its ''manually-operated'' rifles.&lt;br /&gt;
==AG-42 Ljungman==&lt;br /&gt;
The [[AG-42 Ljungman]] is an Assault self-loading rifle added with the fourth phase of the &amp;quot;Overture&amp;quot; update. It fires at 450 RPM, and like the Gewehr 43, it can be upgraded to accept detachable magazines. The animation for non-empty reloading without detachable magazines accurately shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|499px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. It is currently only found in the single player campaign's stealth sections.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|500px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:BFV Delisle (1).jpg|thumb|600px|none|The De Lisle Carbine in the hands of Solveig.]]&lt;br /&gt;
[[File:BFV Delisle (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Delisle (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Delisle (4).jpg|thumb|600px|none|Reloading the 7-round .45 ACP magazine.]]&lt;br /&gt;
[[File:BFV Delisle (5).jpg|thumb|600px|none|The De Lisle on a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The second pattern [[FG 42]] is categorized as an LMG and used by the Support class at Rank 16. It has the lowest capacity of all LMGs in the base game, and has the highest vertical recoil kick. It can also mount a bayonet, though the bayonet is not shown in the stowed position when not equipped.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 1st pattern FG 42, is used to mount various sights to different weapons. The stock of the 1st version is also available as a cosmetic option. The FG 42 muzzle is used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV FG42 (1).jpg|thumb|600px|none|FG 42 in hand. On this level, the second pattern model is anachronistic by about 2 years.]]&lt;br /&gt;
[[File:BFV FG42 (2).jpg|thumb|600px|none|Aiming down the sights. Although difficult to see, the sights are set for 500 meters. This is not reflected in gameplay.]]&lt;br /&gt;
[[File:BFV FG42 (3).jpg|thumb|600px|none|Removing a 20-round magazine...]]&lt;br /&gt;
[[File:BFV FG42 (4).jpg|thumb|600px|none|...and loading a new one.]]&lt;br /&gt;
[[File:BFV FG42 (5).jpg|thumb|600px|none|Pulling the open bolt charging handle.]]&lt;br /&gt;
[[File:FG42.jpg|thumb|none|450px|‎FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom)]]&lt;br /&gt;
[[File:BFV FG42 (6).jpg|thumb|600px|none|The ZF4 scope mounted on the FG 42. Note that this uses the earlier model's scope mount.]]&lt;br /&gt;
[[File:BFV FG42 (7).jpg|thumb|600px|none|The Mark III Free Mounted Gun Reflector Sight mounted on the FG 42. In reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] is a self-loading rifle available in the game, unlocked by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot;, which is set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note that the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold an additional round in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
The select fire variant fires at 670 RPM, and is statistically identical to the Sturmgewehr 44, while its semi-automatic variant fires at 360 RPM, and has the highest capacity of all semi-automatic rifles in the base game.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps are all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|The left hand is used to rechamber this variant.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20. It is the slowest bolt action rifle at 49 RPM.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an aperture sight (other weapons use these scopes as well). The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys and Under No Flag chapters.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (1).jpg|thumb|600px|none|The Kar98k in Wehrmacht hands.]]&lt;br /&gt;
[[File:BFV Kar98k (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Kar98k (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Kar98k (4).jpg|thumb|600px|none|Blocking the round from ejecting in a tactical reload.]]&lt;br /&gt;
[[File:BFV Kar98k (5).jpg|thumb|600px|none|Topping up with individual rounds.]]&lt;br /&gt;
[[File:BFV Kar98k (6).jpg|thumb|600px|none|Loading a 5-round stripper clip. This is not possible when a scope is equipped.]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (7).jpg|thumb|600px|none|The Kar98k with the swept-back mount and ZF4 scope.]]&lt;br /&gt;
[[File:BFV Kar98k (9).jpg|thumb|600px|none|A suppressed Kar98k with the ZF4 scope in the &amp;quot;Nordlys&amp;quot; singleplayer story.]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Kar98k (8).jpg|thumb|600px|none|The Kar98k with the ZF42 scope and bipod.]]&lt;br /&gt;
[[File:Bfv-kar98aperture1.jpg|thumb|600px|none|The Kar98k with the &amp;quot;Aperture Sight&amp;quot;, which is based on the Parker Hale model 4 rear sight with a heavily oversized aperture. Its appearance is anachronistic as it was introduced in 1946 in reality.]]&lt;br /&gt;
[[File:Bfv-kar98aperture2.jpg|thumb|600px|none|Aiming down the &amp;quot;Aperture Sight&amp;quot;.]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red_Dawn_(1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk 1*]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a Mk.I(T) model, but the proper stock can be selected in the cosmetics menu.&lt;br /&gt;
&lt;br /&gt;
It is the fastest bolt-action rifle at 72 RPM (84 RPM when specialized), but is hampered by a slow muzzle velocity at 500 m/s.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No.4 MK.I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible. It is anachronistic by 1 year on this map, as the map is set during the Rotterdam Blitz.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No.4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle]] returns from ''Battlefield 1'' as a Recon primary, added with the third phase of the &amp;quot;Overture&amp;quot; update. It is again named the &amp;quot;Selbstlader 1906&amp;quot;. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. Unlike its appearance in ''Battlefield 1'' (and unlike its pistol counterpart in both games) the toggle assembly correctly locks back on the final shot.&lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger rifle - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger rifle in-game.]]&lt;br /&gt;
[[Image:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[Image:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[Image:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the player character removes the stripper clip before doing this.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is unlocked by the Recon at Rank 13. Statistically, it deals the lowest body damage of all bolt-action rifles.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second one in the magazine.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped Krag.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class. Thirty-round magazines can be unlocked for the Carbine as an upgrade tree option.&lt;br /&gt;
&lt;br /&gt;
Some of the soldiers on the game's various key arts wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading a 30-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-44==&lt;br /&gt;
The [[MAS-44]] was added as an Assault class semi-automatic rifle in the second phase of the &amp;quot;Lightning Strikes&amp;quot; update. It fires at 360 RPM, and can either be loaded with loose rounds and clips, or upgraded to use detachable magazines. Statistics-wise, it is similar to the Turner SMLE and the AG-42 Ljungman.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|500px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:BFV-MAS44-1.jpg|thumb|none|600px|The MAS-44 in the chapter 2 trailer.]]&lt;br /&gt;
[[File:BFV MAS44 (1).jpg|thumb|none|600px|The MAS-44 in British hands.]]&lt;br /&gt;
[[File:BFV MAS44 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV MAS44 (3).jpg|thumb|none|600px|Loading individual 7.5x54 French rounds.]]&lt;br /&gt;
[[File:BFV MAS44 (4).jpg|thumb|none|600px|Loading a 5-round stripper clip.]]&lt;br /&gt;
[[File:BFV MAS44 (5).jpg|thumb|none|600px|Pulling back the iconic plastic charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue and in a flashback to the end of the ''Battlefield 1'' level &amp;quot;Storm of Steel&amp;quot;.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'', unlocked at Assault rank 16. It is the slowest Assault self-loading rifle at 225 RPM.&lt;br /&gt;
&lt;br /&gt;
All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1. When a scope is equipped, it blocks the stripper clip guide. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free from December 17, 2018 to January 3, 2019.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM, it is the most accurate of them all because of its bipod.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|The Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&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 returns from ''Battlefield 1'', available at Recon Rank 16. &lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV RSC (1).jpg|thumb|600px|none|The R.S.C. in the game.]]&lt;br /&gt;
[[File:BFV RSC (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV RSC (3).jpg|thumb|600px|none|Popping the magazine cover open.]]&lt;br /&gt;
[[File:BFV RSC (4).jpg|thumb|600px|none|Topping up with a 5-round enbloc clip.]]&lt;br /&gt;
[[File:BFV RSC (5).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first person cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[Lebel 1886#R.S.C. Mle 197|RSC 1917]].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightning Strikes&amp;quot; update added it as an available rifle in multiplayer.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
[[File:BFV-Ross-3.jpg|thumb|none|600px|The Ross from the chapter 2 trailer.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
A [[Sturmgewehr 44]] is available for the Assault class at Rank 13 (initially the starter in beta). It fires at 600 RPM, and is statistically identical to the select-fire Volkssturmgewehr, but the StG is more accurate and controllable.&lt;br /&gt;
&lt;br /&gt;
In campaign, it is anachronistically featured in the level &amp;quot;Under No Flag&amp;quot; set in 1942, and &amp;quot;Nordlys&amp;quot; in 1943.&lt;br /&gt;
&lt;br /&gt;
In the beta, one of the scope options rather oddly gives it the barrel assembly of the MKb 42(H), though the weapon retains its base stats otherwise and retains closed-bolt function. In the current release version, some of the iron sight options such as the top-tier gold plating unlock use the MKb 42's barrel assembly as well.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:BFV STG44 (1).jpg|thumb|600px|none|The Sturmgewehr 44 in hand. For this North African map, it is anachronistic by about 3 years.]]&lt;br /&gt;
[[File:BFV STG44 (2).jpg|thumb|600px|none|Aiming down the sights. Due to gameplay purposes, the sights are too wide.]]&lt;br /&gt;
[[File:BFV STG44 (3).jpg|thumb|600px|none|About to remove the magazine using the mag release.]]&lt;br /&gt;
[[File:BFV STG44 (6).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV STG-stock.jpg|thumb|none|600px|The &amp;quot;Night Owl&amp;quot; stock option for the StG 44 removes the stock completely and replaces it with a folding stock. While post-war folding stocks for the StG exist in reality, ones that do not make the weapon inoperable do not, as the stock contains the recoil spring.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:BFV STG-MKb.jpg|thumb|none|600px|Reloading the Beta StG-44 with the MKb barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon, unlocked at Rank 10. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the use of detachable magazines or a twenty round fixed &amp;quot;trench&amp;quot; magazine that is the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historic rate of 770 RPM, which is balanced with lower lethality than its ''BF1'' counterpart (25 max - 17 min damage, compared to 42 - 23, which translates to requiring at least one or two more shots to kill than in ''BF1'', and prior to the ''Lightning Strikes'' update, a smaller 15-round magazine as default, with 20-round magazines locked behind a specialization in the spec tree.  The latter is no longer true as the 20-round magazine has been made the default and only magazine available for the weapon.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle at the time.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is unlocked for the Recon class at rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' are divided into two categories: Light Machine Guns and Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
The overheating animation is depicted more realistically compared to ''Battlefield 1'' for the most part, where instead of the Support soldier giving the charging handle a quick rack to &amp;quot;clear the heat&amp;quot;, they will instead replace the quick-change barrel. However, the Vickers K and the MG34 (When equipped with the optional saddle drum magazines) still use the charging handle heat-clearing animation, as the former lacks a quick-change barrel, while the latter animation will never play in-game for reasons that will become clear in the weapon's entry below.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, and Lewis Gun are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun]] is a Support LMG, unlocked at Rank 8. It fires at 514 RPM and has the same damage output as the Lewis Gun. In the customization menu, a few options will equip it with the stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[Image:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 caliber]]&lt;br /&gt;
[[Image:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[Image:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren.]]&lt;br /&gt;
[[Image:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[Image:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[Image:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[Image:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[Image:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, and is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The Chauchat is planned to be made available for multiplayer in the &amp;quot;Lightning Strikes&amp;quot; update.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[Image:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[Image:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[Image:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is used when empty. This is probably because the machine gun is in poor shape after thirty years and having been through one World War already, on top of the fact that it is a Chauchat.]]&lt;br /&gt;
[[Image:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Darne machine gun==&lt;br /&gt;
The [[Darne machine gun]] will be added in the fourth week of the &amp;quot;Lightning Strikes&amp;quot; update as the &amp;quot;M1922 MG&amp;quot;, in the MMG category.&lt;br /&gt;
[[File:Darne M1922.jpg|thumb|none|500px|Darne M1922 - 8x50mmR Lebel]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]'' for the Support class at Rank 10. Statistics wise, it is similar to the Bren Gun, but the Bren is more controllable. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike in Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed, 97-round pan magazine, AA sights, and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is a medium machine gun in BFV, unlocked at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds, when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one.  There is a separate overheating animation for the gun with the saddle drum, where-in the charging handle is used to &amp;quot;clear the heat&amp;quot;.  However, it will never play within the game itself as the &amp;quot;chrome lining&amp;quot; (slower overheat) spec is a pre-requisite for the drum mag specialization; &amp;quot;Chrome Lining&amp;quot; raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on the &amp;quot;Twisted Steel&amp;quot; map.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun in BFV. Unlocked at Support Rank 20, it fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
The icon for the MG42 depicts it with a belt drum equipped, but in-game it can only use fifty-round (or 250-round with the appropriate specialization) belts.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as the &amp;quot;Gold Plated&amp;quot; visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42 Other weapons also have it available as a muzzle option.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG42 (1).jpg|thumb|none|600px|The MG42 in game. The map is set during the Battle of Arras, so it is anachronistic by 2 years.]]&lt;br /&gt;
[[File:BFV MG42 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed.]]&lt;br /&gt;
[[File:BFV MG42 (3).jpg|thumb|none|600px|Pulling the charging handle in an empty reload in a similar manner to the MG34.]]&lt;br /&gt;
[[File:BFV MG42 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG42 (5).jpg|thumb|none|600px|Using a used brass casing to pull out a piping hot barrel.]]&lt;br /&gt;
[[File:BFV MG42 (6).jpg|thumb|none|600px|Installing a new, ice cold barrel.]]&lt;br /&gt;
[[File:BFV MG42 (7).jpg|thumb|none|600px|Closing the barrel assembly.]]&lt;br /&gt;
[[File:bfv-mg42muzzlegold.jpg|thumb|none|600px|The &amp;quot;Gold Plated&amp;quot; barrel modification for the MG42. Other barrel modifications also use the post-1943 muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) was added in the first phase of the &amp;quot;Overture&amp;quot; update as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM, but can be upgraded to 981 RPM, or upgraded with a 100-round extended magazine. Unlike the reference image, the in-game weapon uses AA sights and can be equipped with the stock of the mounted version.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K with the &amp;quot;White Tiger&amp;quot; skin equipped.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading. Note that the bipod is missing, but still functions in-game. This was fixed in the &amp;quot;Lightning Strikes&amp;quot; update.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class.&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun) is a dedicated gadget called &amp;quot;Frag/Smoke Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using frag grenades and the latter using smoke grenades. The weapon functions differently from its counterpart in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&lt;br /&gt;
[[File:Enfield Grenade Launcher.jpg|thumb|none|500px|Lee-Enfield No. 1 Mk III* with grenade launcher]]&lt;br /&gt;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the frag version. Note the gas check disk screwed onto the Mills bomb, a correct detail.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades.&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[Image:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[Image:BFV-sturmpis2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from a [[M2 Flamethrower]]. Presumably this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Like in BF1, grenades are thrown instantly when pressing the grenade key. For many of the images below, a glitch has been performed so that the player character appears to hold the grenade, which is normally not possible in gameplay.&lt;br /&gt;
&lt;br /&gt;
==Hafthohlladung Anti Tank Mine==&lt;br /&gt;
[[Hafthohlladung Anti Tank Mine]]s can be found in a few campaign missions, appearing as the &amp;quot;Shaped Charge&amp;quot;. They behave similarly to the ''Limpet Mine'' explosive from ''Battlefield 1''. The HHL mine is not currently available in multiplayer.&lt;br /&gt;
[[File:Hafthohlladung.jpg|thumb|none|200px|Hafthohlladung H3.5]]&lt;br /&gt;
[[File:BFV Haftholladung (1).jpg|thumb|none|600px|The ''Hafthohlladung'' in the hands of Billy Bridger.]]&lt;br /&gt;
[[File:BFV Haftholladung (2).jpg|thumb|none|600px|Popping the safety cap up.]]&lt;br /&gt;
[[File:BFV Haftholladung (3).jpg|thumb|none|600px|The ''Hafthohlladung'' in the air.]]&lt;br /&gt;
[[File:BFV Haftholladung (4).jpg|thumb|none|600px|The ''Hafthohlladung'' in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire. The Frag Grenade Rifle also fires Mills Bombs with gas check plates.&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:Mills No 36 Rifle Grenade.JPG|thumb|none|200px|No. 36 Mk. I &amp;quot;Mills Bomb&amp;quot; with gas check attached for use as a rifle grenade.]]&lt;br /&gt;
[[File:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
[[Mk 2 hand grenade]]s appear on the &amp;quot;Scottish Play&amp;quot; and &amp;quot;Flim-Flam&amp;quot; outfits.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:Bfv-mk2grenadeoutfit.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for both factions. Its appearance in a World War II setting is anachronistic as it was introduced just postwar in reality. A more period appropriate smoke grenade would have been the M16. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Royal Motivations outfit.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Germans.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade for the Support class. It can stick to any surface, but can be countered by Zimmerit paste when applied to German tanks.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to both factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the &amp;quot;AP Mine&amp;quot;. It is a starting gadget for the Recon class, and can also be unlocked by the Medic and Support classes. As in real life, when triggered it bounces upwards and delivers high damage.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support classes, named the &amp;quot;AT Mine&amp;quot;. As the name implies, it can severely damage enemy tanks when driven through, but can be destroyed by gunfire or deactivated by the Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range, resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the game. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank. The Flakvierling's appearance in the base game is anachronistic by 4 years, as it was introduced in 1944.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing being towed.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
[[File:BFV-flak38_5.jpg|thumb|600px|none|Manning the Flakvierling from the inside of a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans. It can also be fitted in the Panzer IV at Rank 3 of its specialization tree, and is also mounted on top of a Sd.Kfz. 251 halftrack for the Germans as a Squad Reinforcement (9850 points), named &amp;quot;Pakwagen&amp;quot;.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
[[Image:BFV PAK-Panzer.jpg|thumb|600px|none|The &amp;quot;Pak 40 L/43&amp;quot; mounted on the turret of a Panzer IV as a specialization, which is actually the 7.5 cm KwK 40.]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (1).jpg|thumb|600px|none|The Pak 40 mounted on a Hanomag (Sd.Kfz. 251 Pakwagen).]]&lt;br /&gt;
[[Image:BFV PAK-Halftrack (2).jpg|thumb|600px|none|Manning the gun in the Hanomag.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Flak==&lt;br /&gt;
Several 8.8 cm FlaKs can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|A FlaK in the campaign.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the &amp;quot;Grand Operations&amp;quot; multiplayer mode.&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Mörser 18 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
[[File:BFV Bren Mounted (1).jpg|thumb|600px|none|Manning the Bren with a drum magazine. Note the sights have been changed.]]&lt;br /&gt;
[[File:BFV Bren Mounted (2).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:BFV Bofors.jpg|thumb|600px|none|The Bofors turret in the Valentine AA tank, which itself is supposed to represent the Crusader III, AA Mk I, but actually it is just the Crusader's turret on the game's Valentine chassis.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head on. Note the Calliope tank in the bankground.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Allied counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun. It is also mounted on top of a T48 GMC halftrack as a Squad Reinforcement for the British at 9850 Requisition Points.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
An [[MG34]] machine gun with saddle drum magazines can be seen mounted on top of German vehicles, and the ''Panzerlauf'' variant is mounted in the hulls and coaxial mounts of the Panzer 38, Panzer IV, and Tiger I tanks.&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(1).jpg|thumb|600px|none|The MG34 mounted on the backseat of a Kubelwagen.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(2).jpg|thumb|600px|none|Manning the mounted MG34.]]&lt;br /&gt;
[[File:BFV_MG34_Mounted_(3).jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is a buildable stationary heavy MG for both factions. It uses the same animations as ''Battlefield 1'''s Maxim, but its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British - .303 British]]&lt;br /&gt;
[[Image:Bfv-vickers1.jpg|thumb|600px|none|The front of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers2.jpg|thumb|600px|none|The rear of the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers3.jpg|thumb|600px|none|Using the Vickers.]]&lt;br /&gt;
[[Image:Bfv-vickers4.jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bfv-mg42muzzlemint.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification for the MG42 uses the post-1940 Mark II blast deflector for the Vickers. Other muzzle modifications also use the blast deflector.]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic customization options in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
[[Image:Bfv-stgmuzzlechrome.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; muzzle modification for the StG 44. Other muzzle modifications also use the Colt Monitor cutts compensator.]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
A M3 Grease Gun muzzle flash hider is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Bfv-mp34muzzleghost.jpg|thumb|600px|none|The &amp;quot;Ghost&amp;quot; muzzle modification for the MP34. Other muzzle modifications also use the M3 flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==PTRD-41==&lt;br /&gt;
A muzzle from a [[PTRD-41]] is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:PTRD-41.jpg‎|thumb|none|500px|PTRD-41 Anti-tank rifle - 14.5x114mm]]&lt;br /&gt;
[[Image:Bfv-mg42muzzleblued.jpg|thumb|600px|none|The &amp;quot;Blued&amp;quot; barrel modification for the MG42. Other barrel modifications also use the PTRD-41 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as a visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
[[Image:Bfv-nightowlbarrel.jpg|thumb|600px|none|The &amp;quot;Night Owl&amp;quot; barrel modification. Other barrel modifications also use the Mk V barrel shroud and front sights.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenmintmuzzle.jpg|thumb|600px|none|The &amp;quot;Mint&amp;quot; muzzle modification. Other muzzle modifications also use the Mk I muzzle.]]&lt;br /&gt;
[[Image:Bfv-stengoldstock.jpg|thumb|600px|none|The &amp;quot;Gold Plated&amp;quot; stock modification. Other stock modifications also use the Mk I stock.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I*==&lt;br /&gt;
The Sten Mk 1* stock is an available visual modification of the Sten's &amp;quot;stock&amp;quot; component.&lt;br /&gt;
[[Image:Sten MkI star.jpg|thumb|none|400px|Sten Mk I* - 9x19mm]]&lt;br /&gt;
[[Image:Bfv-stenchromedstock.jpg|thumb|600px|none|The &amp;quot;Chromed Finish&amp;quot; stock modification. Other stock modifications also use the Mk I* stock.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Main_Page&amp;diff=1247952</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Main_Page&amp;diff=1247952"/>
		<updated>2019-01-21T02:35:41Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Weird redirects on mobile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''See [[Talk:Main_Page/Archive_1]], [[Talk:Main_Page/Archive_2]], [[Talk:Main_Page/Archive_3]]  [[Talk:Main_Page/Archive_4]] [[Talk:Main_Page/Archive_5]], [[Talk:Main_Page/Archive_6]], [[Talk:Main_Page/Archive_7]] or [[Talk:Main_Page/Archive_8]] for older discussions''''':&lt;br /&gt;
&lt;br /&gt;
'''COMMON ISSUES, CHECK HERE FIRST:'''&lt;br /&gt;
&lt;br /&gt;
'''The page thumbnail isn't updating when I upload a new version of an image'''&lt;br /&gt;
&lt;br /&gt;
IMFDB uses a hosting service called Cloudflare. One side-effect of this is that there is a Cloudflare server between IMFDB's server and you, so uploading a new version of an image updates the image on the actual server, but it doesn't update the one stored in Cloudflare's cache for a while, and that's what people see. You can force an update to the thumbnail by changing the size of the displayed image by even a single pixel, but the image itself you just have to wait for. So just change it from, say 600px to 601px after uploading the new image and it should update on the page.&lt;br /&gt;
&lt;br /&gt;
'''I got this weird message about failing to create an image and the mwstore?'''&lt;br /&gt;
&lt;br /&gt;
For reasons that are unclear, the image uploader dislikes certain combinations of numbers being present in a filename. Try re-submitting but removing any strings of multiple numbers from the filename (eg change LordOfTheRings-1911-1.jpg to LordOfTheRings-ColtPistol-1.jpg).&lt;br /&gt;
&lt;br /&gt;
=2019=&lt;br /&gt;
May you all have a great 2019! Happy New Year! --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 16:46, 31 December 2018 (EST)&lt;br /&gt;
:Damn, I was hoping to beat everyone else to it this year. Stupid timezones... well, regardless, best wishes to everybody here! Here's to hoping that 2019 turns out well. Cheers, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:58, 31 December 2018 (EST)&lt;br /&gt;
::Happy New Year! Best wishes to everybody, in all corners of our Earth! [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 18:26, 31 December 2018 (EST)&lt;br /&gt;
:::Guess what everyone? It's finally the ''[[Blade Runner]]'' year! Go get your spinners and PKD Blasters and hunt those skinjobs from the face of the Earth!--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 20:56, 31 December 2018 (EST)&lt;br /&gt;
:::: ^ Stay away from my pleasure model, bud! And a kickass 2019 to all. ;) [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 20:59, 31 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
== Foreign language titles with translated titles that start with &amp;quot;The&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So the IMFDB policy on films with foreign titles only is to use a translated title and include the original title in brackets after the title. However, when &amp;quot;The&amp;quot; appears at the start of the translated title, our policy is apparently to move it to the end of the title too. This creates confusing titles like [[Gleiwitz Case (Der Fall Gleiwitz), The]], [[White Guard (Belaya gvardiya), The]], or the extremely confusing [[Star (Zvezda), The (1949)]], which adds a year at the end of the title. These titles are very confusing for several reasons: one is that the title is partially broken up due to the &amp;quot;The&amp;quot; policy, meaning that the translated title loses its &amp;quot;The&amp;quot;, which can change its meaning. Two is that these translated titles are not actually official titles; sorting them with or without &amp;quot;the&amp;quot; is meaningless since we're sorting them by an unofficial title created solely for IMFDB. If anything, they should be sorted by their original language title. Thus, I propose that these titles should be exempt from the &amp;quot;The&amp;quot; rule, and they should use &amp;lt;nowiki&amp;gt;{{DEFAULTSORT}}&amp;lt;/nowiki&amp;gt; to sort them based on their original language titles. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 15:23, 12 January 2019 (EST)&lt;br /&gt;
: We add years to differentiate between same-named titles; remakes and series and so forth. It's a unilateral practice and one that I fail to see makes anything ''more'' confusing. That said, [[Rules,_Standards_and_Principles#The_American_Release_Title_takes_precedence|our rule]] on the matter seems to handle the rest of your so-called 'problem'. If there's no official title, we use a translated title except in certain instances, simple as that. This is how we do it, and have done it for all this time with - until now - no complaint whatsoever that I'm aware of. And if the translation includes a 'the' to it (and I'll grant that may be an optional linguistic liberty in some cases), well there it is. I don't think anybody's willing to get into a debate on the merits of translation and usage here. That aside this is just an extension of your previous complaint about the 'the' issue, and like that issue this is a 'problem' that again no one has raised as such other than you. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 16:37, 12 January 2019 (EST)&lt;br /&gt;
:: Fine. With no support, I'm not gonna pursue a policy change. But my opinion won't be changing in the slightest. The IMFDB policy is ''very'' flawed and is only maintained out of sheer laziness. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 18:03, 12 January 2019 (EST)&lt;br /&gt;
::: Hey I'm just one user who provided a counterargument, I don't decide things around here or anything so don't be defeated so quick - at least give it a bit and see how others respond. Not saying it will make a change happen per-say but who knows? That said you can have any opinion you like about the standards - I certainly don't agree with absolutely everything myself - but they're what we got and what we operate on; saying one way is poorer or better is mostly subjective. For the record, I'm pretty sure the RS&amp;amp;P were arrived at with some consideration and thought. Which brings me to my final 'for the record' remark: I doubt calling the rest of us lazy is going to gain you any support in anything. Just sayin'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 19:20, 12 January 2019 (EST)&lt;br /&gt;
:::: Sorry. My meanings came out wrong. I meant that the policy was &amp;quot;lazy&amp;quot; in the sense that it was never challenged despite having obvious flaws. --[[User:Wuzh|Wuzh]] ([[User talk:Wuzh|talk]]) 20:05, 12 January 2019 (EST)&lt;br /&gt;
::::: Clarification accepted, and kind of goes to my original point - Maybe it hasn't been challenged because it's just not that big an issue in the first place. Again just sayin'. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:03, 13 January 2019 (EST)&lt;br /&gt;
Frankly I'm unsure as to why the &amp;quot;The&amp;quot; rule exists at all aside from noone wanting to put in the effort to switch everything over. It's ugly and absolutely nowhere else does it. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 19:40, 12 January 2019 (EST)&lt;br /&gt;
: We had [[Talk:Main_Page/Archive_8#The_Titling.2C_The|that discussion]] already. That being said Tamarin now you have made the insinuation I took issue with before - one that frankly peeves me quite a bit. That said, no I don't believe there is any dire need to go about such a massive wholesale change on the site that really will improve next-to-absolutely-nothing on here aside from satisfying some aesthetic ideal. Imply we're a bunch of lazy slobs for it if you want, but again that is one of the methods that is least likely to get us to consider changing anything. But perhaps no one has bothered putting forth the effort for this 'problem' because there is none and as such the effort is not nearly worth the bother. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 14:03, 13 January 2019 (EST)&lt;br /&gt;
::I totally agree with Stan. We have redirects for using on actors and guns pages. And site technical administrators have enough troubles with maintaining its current status, without being distracted by doubtful offers. [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 14:53, 13 January 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weird redirects on mobile ==&lt;br /&gt;
&lt;br /&gt;
When opening the site on mobile for... let's say, the first time in a day: am I the only one who automatically gets redirected to strange websites like tlgram.me and something like sls gateway? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 07:57, 20 January 2019 (EST)&lt;br /&gt;
:I checked it just now (it's first time in a day) and found no problems. You are logged or not? Sometimes there are various pop-ups for unregistered users, maybe it's this case? [[User:Greg-Z|Greg-Z]] ([[User talk:Greg-Z|talk]]) 08:24, 20 January 2019 (EST)&lt;br /&gt;
::Eh, it's unrelated to those pop-ups. I'm indeed logged in, and it's almost always the Recent Changes link that I open for the first time. The issue started happening with me 2-3 months ago, and I thought it was temporary, but it's still occurring as of now. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:01, 20 January 2019 (EST)&lt;br /&gt;
:::Have you eliminated the possibility that it's malware on your phone? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:07, 20 January 2019 (EST)&lt;br /&gt;
::::Well, not that it's impossible, but aside from the fact that I commonly clean it up for maintenance/optimization, this literally only happens with this website (which is why I asked). Maybe it depends on the browser used or something; but anyway I'll make some more thorough cleanup and see if this persists. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 17:59, 20 January 2019 (EST)&lt;br /&gt;
:Exactly the same problem. Using Chrome on Galaxy Note 4. [[User:Lunar Watcher|Lunar Watcher]] ([[User talk:Lunar Watcher|talk]]) 19:37, 20 January 2019 (EST)&lt;br /&gt;
:I need to chime in on this.  I've been getting this re-direct for the past few months on two different phones (Sony Xperia XZ and XZ2 Premium, both on Chrome). -- [[User:HashiriyaR32|HashiriyaR32]] ([[User talk:HashiriyaR32|talk]]) 21:35, 20 January 2019 (EST)&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Red_Dead_Redemption_II&amp;diff=1247947</id>
		<title>Red Dead Redemption II</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Red_Dead_Redemption_II&amp;diff=1247947"/>
		<updated>2019-01-21T01:48:21Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Colt New Army &amp;amp; Navy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Red Dead Redemption II&lt;br /&gt;
|picture = Red Dead Redemption 2A.jpg&lt;br /&gt;
|caption = ''Box Art''&lt;br /&gt;
|series= Red Dead&lt;br /&gt;
|date= October 26, 2018&lt;br /&gt;
|developer=Rockstar Studios&lt;br /&gt;
|platforms=PlayStation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher= Rockstar Games&lt;br /&gt;
|genre=Third-Person Shooter, First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in ''Red Dead Redemption II:'''''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Like the eighth generation versions of ''[[Grand Theft Auto V]]'', ''Red Dead Redemption II'' has both first-person and third-person modes that can be switched at the press of a key. This page will ideally cover both first-person and third-person views of weapons.&lt;br /&gt;
&lt;br /&gt;
Similar to ''[[Red Dead Redemption]]'', ammunition is generalized by weapon type, but with more sub-variety this time. Normal ammo comes in regular, high velocity (boosts damage and range), express (bigger boost to damage), split point (higher damage and accuracy), and explosive variants (some of these ammo types are bought, others are crafted), while shotgun shells come in buckshot, slugs, and also incendiary buckshot and explosive slugs. Barrels, triggers, frames, hammers, sights, and stocks can all be visually customized.&lt;br /&gt;
&lt;br /&gt;
Weapons can become dirty with extended use, which reduces weapon stats, and Arthur can clean them in the weapon menu by purchasing oil from shops or by paying a gunsmith to fix them. When firing single-action revolvers, Arthur needs to manually cock the hammer by pressing the fire key once before pressing it again to fire the weapon. Pump-action, bolt-action, and lever-action weapons also need to be manually cycled by the player with the fire key. Arthur can also fan some of the revolvers when rapid firing, and can also dual-wield handguns and the sawed-off double-barreled shotgun.&lt;br /&gt;
&lt;br /&gt;
The in-game weapon names are a mix of generic names and some fictional weapon names. Weapon descriptions in the compendium provide many fictional firearm makers for the real guns, such as D. D. Packenbush, Hutton &amp;amp; Baird, and Peeters &amp;amp; Janssens.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Borchardt C-93==&lt;br /&gt;
The [[Borchardt C-93]] returns from the first game as the &amp;quot;Semi-Automatic Pistol.&amp;quot; It is first available for purchase in Chapter 5 and, due to it's detachable box magazine, has a much faster reload speed over the Mauser Pistol.&lt;br /&gt;
[[Image:borchardtc93.jpg |thumb|none|300px|Borchardt C-93 - 7.65x25mm Borchardt]]&lt;br /&gt;
[[Image:RDRII_borc1.jpg|thumb|none|600px|The C-93 on the gun shop table. Oddly enough, unlike the first game, it is incorrectly modeled, with an inclined grip, shorter barrel (which can be replaced by a long one with customization), and a strangely elongated trigger guard (the first two changes also give the C-93 some resemblance to its successor, the [[Luger]] pistol).]]&lt;br /&gt;
[[Image:RDRII_borc2.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:RDRII_borc3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Berchardt_C93_ADS.jpg‎|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_borc4.jpg|thumb|none|600px|Reloading a new magazine.]]&lt;br /&gt;
[[Image:RDRII_borc5.jpg|thumb|none|600px|Chambering.]]&lt;br /&gt;
&lt;br /&gt;
==Colt New Army &amp;amp; Navy==&lt;br /&gt;
The [[Colt New Army &amp;amp; Navy]] returns from the previous game as the &amp;quot;Double-Action Revolver&amp;quot;, and can be unlocked for early use upon the game's release by completing a series of tasks in ''[[Grand Theft Auto V#Colt New Army &amp;amp; Navy|GTA Online]]''. The &amp;quot;High Roller&amp;quot; skin for the revolver is one of the four early access DLC items. The revolver has a short barrel by default, which can be extended up to 6&amp;quot; in length through customization.&lt;br /&gt;
[[Image:Colt M1892 4.5 inch barrel.jpg|thumb|none|300px|Colt Civilian Model 1892 New Army &amp;amp; Navy with 4 1/2 inch barrel - .38 Long Colt]]&lt;br /&gt;
[[File:RDR 2 Trailer 3 Van der Linde Gang.jpg|thumb|none|600px|Members of Dutch's gang with Colt New Army &amp;amp; Navy revolvers on the left.]]&lt;br /&gt;
[[File:RDR2-ColtA&amp;amp;N-Reload.jpg|thumb|none|600px|Arthur Morgan reloading a Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_DARevolver.jpg|thumb|none|600px|Micah Bell fires the Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_NewArmy3.jpg|thumb|none|600px|Holding a rusty Colt New Army &amp;amp; Navy.]]&lt;br /&gt;
[[Image:RDRII_NewArmy2.jpg|thumb|none|600px|Aiming. Note the cocked hammer.  The first time the weapon is aimed after drawing/reloading, the hammer is automatically cocked.  Subsequent shots are fired in double-action.]]&lt;br /&gt;
[[Image:1889 ADS.jpg|thumb|none|600px|Aiming Down Sights.  Note that the hammer is down.]]&lt;br /&gt;
[[Image:RDRII_NewArmy1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Hiroller.jpg|thumb|none|400px||The unique High Roller variant of the Colt New Army &amp;amp; Navy. Its design resembles the engraved SAA used by Ace Hanlon in ''[[The Quick and the Dead (1995)]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Paterson 1836==&lt;br /&gt;
A [[Colt Paterson 1836]] revolver can be seen on a collectable cigarette card image.&lt;br /&gt;
[[Image:ColtPatterson5thmodel.jpg|thumb|none|300px|Colt Paterson 5th Model - .36 caliber.]]&lt;br /&gt;
[[File:RDR 2 cicolt.jpg|thumb|none|600px|The image in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] returns from ''Red Dead Redemption'', again referred to as the &amp;quot;Cattleman Revolver&amp;quot;. It is probably the most common handgun in the game and is commonly carried by lawmen, bandits, bounty hunters, and civilians.  Customizing the gun with a long barrel turns it into a &amp;quot;Cavalry&amp;quot; model. Early in the game, (Chapter 2) if the player does the Stranger side mission &amp;quot;The Noblest of Men, and a Woman&amp;quot;, the player has a chance at collecting two unique versions of the Colt that come with various increased stats.&lt;br /&gt;
[[Image:Uberti boxed 3.jpg|thumb|none|300px|An Uberti &amp;quot;Cattleman&amp;quot; replica of Colt SAA &amp;quot;Artillery&amp;quot; model.]]&lt;br /&gt;
[[File:RDR2-SAA.jpg|thumb|none|600px|The SAA in Arthur Morgan's right hand.]]&lt;br /&gt;
[[File:RDR2-SAA-2.jpg|thumb|none|600px|Arthur Morgan dual wielding SAAs.]]&lt;br /&gt;
[[File:RDR 2 First Look 4.jpg|thumb|none|600px|A good close-up of an SAA brandished by John Marston.]]&lt;br /&gt;
[[File:RDR2_SAA1.jpg|thumb|none|600px|Arthur holds a single SAA.]]&lt;br /&gt;
[[File:RDR2_SAA2.jpg|thumb|none|600px|He aims his Colt.]]&lt;br /&gt;
[[File:Colt_Peacemaker_ADS.jpg|thumb|none|600px|Aiming down the sights of the SAA.]]&lt;br /&gt;
[[File:RDR2_SAA3.jpg|thumb|none|600px|Reloading. In first person, the fired rounds simply fly out without Arthur using the ejector rod. In third person however, Arthur's left hand is correctly working the ejector rod when reloading.]]&lt;br /&gt;
[[File:Colt_Peacemaker_Flaco's_Variant.jpg‎|thumb|none|600px|The unique Flaco Hernandez variant of the SAA.]]&lt;br /&gt;
[[File:Colt_Peacemaker_Granger's_Variant.jpg‎|thumb|none|600px|The unique Emmett Granger variant of the SAA.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96==&lt;br /&gt;
The [[Mauser C96]] returns from the previous game as the &amp;quot;Mauser Pistol&amp;quot;, described as being designed and manufactured by the fictional &amp;quot;Mühlberg&amp;quot; company in Germany (&amp;quot;Mauser&amp;quot; instead being relegated to the weapon's given name, apparently). Unlike in ''[[Red Dead Redemption]]'', the gun is correctly depicted as a semi-auto only version rather than an anachronistic machine-pistol. It also holds a correct 10 rounds rather than 15 in the first game. By doing the Stranger quest &amp;quot;The Noblest Men, and Woman,&amp;quot; the player can get a gold plated version of this gun off the body of Billy Midnight. The standard version does not unlock for purchase until much later in the game (though a free one can be grabbed during a mission late in Chapter 4).&lt;br /&gt;
[[Image:C96Pistol.jpg|thumb|none|300px|Mauser C96 - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:RDRII_Mauser.jpg|thumb|none|600px|The Mauser on the gun shop table. Interestingly, by default it has a shorter barrel (between the usual and the &amp;quot;Bolo&amp;quot; version), which can be turned to a standard length barrel with customization.]]&lt;br /&gt;
[[Image:RDRII_Mauser1.jpg|thumb|none|600px|Arthur holds a Mauser Pistol.]]&lt;br /&gt;
[[Image:RDRII_Mauser2.jpg|thumb|none|600px|Aiming. Note the hammer being at the back position; when the weapon's just reloaded, the hammer will be in the forward position.]]&lt;br /&gt;
[[Image:RDRII_Mauser3.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Mauser4.jpg|thumb|none|600px|Reloading a 10-round stripper clip. Regardless of the number of remaining rounds, the full clip will always be loaded, as if the pistol were completely empty. The bolt is correctly released immediately when the clip is removed.]]&lt;br /&gt;
[[Image:Mauser_C96_Midnight_Variant.jpg|thumb|none|600px|Billy Midnight's unique Mauser Pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Schofield Model 3==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Schofield|Smith &amp;amp; Wesson Schofield Model 3 revolver]] appears as the &amp;quot;Schofield Revolver.&amp;quot; Dutch owns a pair of these revolvers as his personal firearms. After a particular mission in Chapter 4, the player can conclude &amp;quot;The Noblest of Men, and a Woman&amp;quot; Stranger quest and acquire a unique variant called Calloway's Revolver. Two unusable S&amp;amp;W &amp;quot;Wells Fargo&amp;quot; Schofield revolvers can be seen in a Showcase in Tumbleweed; the gun in the game can get a barrel of analogous length through customization.&lt;br /&gt;
[[Image:Schofield.jpg|thumb|none|300px|Smith &amp;amp; Wesson Schofield Model 3 with nickel finish - .45 Schofield]]&lt;br /&gt;
[[File:RedDeadRedemption2Revolvers.jpg|thumb|none|600px|Promotional Picture of Dutch's revolvers.]]&lt;br /&gt;
[[File:RDR2_swScho1.jpg|thumb|none|600px|Holding the Revolver.]]&lt;br /&gt;
[[File:RDR2_swScho2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Schofield_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2_swScho3.jpg|thumb|none|600px|Cocking the hammer.]]&lt;br /&gt;
[[File:RDR2_swScho4.jpg|thumb|none|600px|Reloading. The automatic ejector incorrectly only ejects the fired rounds, meaning that Arthur only needs to reload the fired rounds.]]&lt;br /&gt;
[[File:Calloway's_Unique_Schofield.jpg|thumb|none|600px|The special Calloway's Revolver variant.]]&lt;br /&gt;
[[File:Otis_Miller's_Revolver.jpg|thumb|none|600px|During the Epilogue, a gold-plated Schofield can be found in New Austin as part of an unmarked Treasure Hunt.]]&lt;br /&gt;
[[File:WellsFargoSchofield.jpg|thumb|none|300px|Smith &amp;amp; Wesson &amp;quot;Wells Fargo&amp;quot; Schofield with barrel cut down to five inches - .45 Schofield]]&lt;br /&gt;
[[File:RDR2_swm2.jpg|thumb|none|600px|Checking out the &amp;quot;Wells Fargo&amp;quot; model in the showcase.]]&lt;br /&gt;
&lt;br /&gt;
==U. S. Johnson Model 1836== &lt;br /&gt;
A low detail [[Flintlock Pistol|U. S. Johnson Model 1836]] is seen in a mission given by Jeremiah Compson.&lt;br /&gt;
[[Image:U.S. Johnson M1836.jpg|thumb|none|300px|U.S. Johnson Model 1836 - .54 cal]]&lt;br /&gt;
[[File:RDR2_flint.jpg|thumb|none|600px|The pistol on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Volcanic Repeater==&lt;br /&gt;
The [[Volcanic Repeater]] returns from the previous game. When firing, Arthur Morgan performs a subtle flip cock between shots. The weapon holds eight shots, but oddly, adding the extended barrel (with tube magazine) does not increase capacity. &lt;br /&gt;
[[Image:Volcanic .jpg |thumb|none|300px|Volcanic Pistol - .31 or .41 caliber.]]&lt;br /&gt;
[[Image:RDRII_volcanic1.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:Volcanic_Pistol_Speed_Fire.jpg‎|thumb|none|600px|When firing rapidly, Arthur Morgan will grip the pistol with two hands. Like a mini lever rifle.]]&lt;br /&gt;
[[Image:RDRII_volcanic2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Volcanic_Pistol_ADS.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[Image:RDRII_volcanic3.jpg|thumb|none|600px|Reloading a single round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/38==&lt;br /&gt;
The anachronistic [[Carcano_Rifle_Series#Carcano_M91.2F38_Short_Rifle|Carcano M91/38 Short Rifle]] returns from the previous game instead of an accurate [[Carcano Rifle Series#Carcano M91 Rifle|M91 Long Rifle]]. Oddly enough it has a rear sight of a long M91. It is only available with a mounted scope. The player receives the weapon during a mission in Chapter 6. &lt;br /&gt;
[[Image:CarcanoM91-38ShortRifle.jpg‎|thumb|none|400px|Carcano M91/38 - 6.5x52mm.]]&lt;br /&gt;
[[File:RDR2-Carcano.jpg|thumb|none|600px|Sadie with the Carcano.]]&lt;br /&gt;
[[Image:RDRII_carc1.jpg|thumb|none|600px|The Carcano Rifle on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_carc2.jpg|thumb|none|600px|Holding the Carcano. Note the rear sight.]]&lt;br /&gt;
[[Image:RDRII_carc3.jpg|thumb|none|600px|Using the iron sight.]]&lt;br /&gt;
[[Image:RDRII_carc4.jpg|thumb|none|600px|Reloading an en-bloc clip. Arthur always loads in a full en-bloc clip regardless if there is any ammo remaining.]]&lt;br /&gt;
[[Image:RDRII_carc5.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[Image:RDRII_carc6.jpg|thumb|none|600px|A view of the Carcano while riding.]]&lt;br /&gt;
[[Image:RDRII_carc7.jpg|thumb|none|600px|Left side of the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Henry 1860==&lt;br /&gt;
The [[Henry 1860]] appears as the &amp;quot;Litchfield Repeater&amp;quot; and is depicted with an enlarged lever loop. The weapon is first available during a mission in Chapter 6. &lt;br /&gt;
[[Image:Henry.jpg|thumb|none|400px|Henry 1860 brass-frame - .44 Rimfire (RF).]]&lt;br /&gt;
[[File:RDR 2 First Look 36.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RDRII_Henry.jpg|thumb|none|600px|The Henry on the gun shop table.]]&lt;br /&gt;
[[Image:Henry1.jpg|thumb|none|600px|Holding the &amp;quot;Litchfield Repeater.&amp;quot;]]&lt;br /&gt;
[[Image:Henry2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Henry_1860_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Henry3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:Henry4.jpg|thumb|none|600px|Holding the Henry while riding.]]&lt;br /&gt;
[[Image:Henry_1860_from_horseback_RDR2.jpg|thumb|none|600px|Holding the Henry 1860 while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen Rifle==&lt;br /&gt;
A hybrid [[Krag-Jørgensen]] comprised of the US and Danish variants appears as the &amp;quot;Bolt-Action Rifle&amp;quot; and is Bill Williamson's weapon of choice. The weapon is unlocked for use by the player in Chapter 3. Unlike in ''[[Red Dead Redemption]]'', Arthur Morgan reloads five rounds quickly into the breach instead of using an incorrect stripper clip. &lt;br /&gt;
[[Image:USKragRifle.jpg|thumb|none|400px|US Property Marked Krag-Jørgensen Model 1896 Rifle - .30-40 Krag]]&lt;br /&gt;
[[File:Danish Krag Carbine.jpg|thumb|none|400px|Krag-Jørgensen Model 1889 Artillery Carbine - 8x58R]]&lt;br /&gt;
[[File:RDR2-krag.jpg|thumb|none|600px|Wallpaper of Bill Williamson on the right holding the Krag.]]&lt;br /&gt;
[[File:RDR2-Rifle.jpg|thumb|none|600px|The rifle over his back.]]&lt;br /&gt;
[[File:RDR2-krag1.jpg|thumb|none|600px|Arthur holds the rifle.]]&lt;br /&gt;
[[File:RDR2-krag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Krag_Jorgsen_ADS.jpg|thumb|none|600px|Aiming down the sights]]&lt;br /&gt;
[[File:RDR2-krag3.jpg|thumb|none|600px|Working the bolt handle.]]&lt;br /&gt;
[[File:RDR2-krag4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:RDR2-krag5.jpg|thumb|none|600px|Holding the rifle while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Rolling Block==&lt;br /&gt;
The [[Remington Rolling Block|Remington Rolling Block Sporting Rifle]] returns as the &amp;quot;Rolling Block Rifle.&amp;quot;&lt;br /&gt;
[[Image:Remington rollingblock no1.jpg|thumb|none|400px|Remington Rolling Block Sporting Rifle - .45]]&lt;br /&gt;
[[File:RDR2-RemRoll1.jpg|thumb|none|600px|Arthur holds the Remington.]]&lt;br /&gt;
[[File:RDR2-RemRoll2.jpg|thumb|none|600px|Another view.]]&lt;br /&gt;
[[File:RDR2-RemRoll2_1.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[File:RDR2-RemRoll3.jpg|thumb|none|600px|Using the scope.]]&lt;br /&gt;
[[File:RDR2-RemRoll3_1.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:RDR2-RemRoll4.jpg|thumb|none|600px|Holding the Remington while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Sharps 1874 Buffalo==&lt;br /&gt;
When the player's tent is upgraded, an unusable rusty [[Sharps 1874 Buffalo]] rifle with spike bayonet can be seen.&lt;br /&gt;
[[Image:Sharps 1874 Buffalo.jpg‎|thumb|none|400px|Sharps 1874 Buffalo - .45-70 caliber]]&lt;br /&gt;
[[File:RDR2-sharps.jpg|thumb|none|600px|The Sharps rifle in Arthur's tent.]]&lt;br /&gt;
&lt;br /&gt;
==Spencer Model 1860 Carbine==&lt;br /&gt;
The [[Spencer 1860 Carbine|Spencer Model 1860 Carbine]] appears as the &amp;quot;Carbine Repeater,&amp;quot; inverted from its designation in ''Red Dead Redemption''. The Spencer 1860 is among the most common long guns in the game and is used by numerous NPCs. An interesting feature of the rifle is that to make up for its slow fire rate, the weapon is reloaded with a whole tube magazine rather than ''Red Dead Redemption'''s strange breech-loading animation.&lt;br /&gt;
[[Image:Spencer 1860 Carbine.jpg|thumb|none|400px|Spencer 1860 Carbine - .56-56 RF.]]&lt;br /&gt;
[[File:RDR2-Spencer-1860.jpg|thumb|none|600px|The Spencer slung across Arthur's back.]]&lt;br /&gt;
[[File:RDR 2 First Look 6.jpg|thumb|none|600px|Sadie on the right with a Spencer in hand.]]&lt;br /&gt;
[[File:RDR2_spencer1.jpg|thumb|none|600px|Arthur holds a Carbine Repeater.]]&lt;br /&gt;
[[File:RDR2_spencer1_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Spencer_Carbine_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2_spencer2.jpg|thumb|none|600px|Topping up the magazine with a Blakeslee tube.]]&lt;br /&gt;
[[File:RDR2_spencer3.jpg|thumb|none|600px|He holds the carbine while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Trapdoor 1873==&lt;br /&gt;
The [[Trapdoor Springfield Rifle|1873 Springfield Trapdoor Rifle]] appears in the game as the &amp;quot;Springfield Rifle.&amp;quot; Unlike the previous game, the Springfield is now the full-length rifle and correctly holds a single round instead of four.&lt;br /&gt;
[[Image:UmbertiTrapdoorFullSize.jpg|thumb|none|400px|1873 Springfield Trapdoor Rifle - .45/70]]&lt;br /&gt;
[[File:RDR2-spring1.jpg|thumb|none|600px|Holding the Springfield.]]&lt;br /&gt;
[[File:RDR2-spring2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Springfield_Trapdoor_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RDR2-spring3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;==&lt;br /&gt;
The [[Winchester Model 1866 &amp;quot;Yellow Boy&amp;quot;]] appears as the &amp;quot;Lancaster Repeater.&amp;quot; This is a rather odd choice as by 1899, Winchester rifles like the Model 1873, 1892, and 1894 would have been more widespread. Customizing the frame with steel makes the gun look like the [[Winchester Model 1873]]. U.S. Army soldiers are seen with the Winchester Model 1866, which is wildly inaccurate as they should be using the Krag-Jørgensen, and unlike the [[Red Dead Redemption|previous game]], there's no &amp;quot;it's not included in the game!&amp;quot; excuse to fall back on this time.&lt;br /&gt;
[[Image:Winchester66.jpg|thumb|none|400px|Winchester 1866 &amp;quot;Yellow Boy&amp;quot; Carbine - .44 RF]]&lt;br /&gt;
[[File:RDR2-winyell1.jpg|thumb|none|600px|Holding the Lancaster.]]&lt;br /&gt;
[[File:RDR2-winyell2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Winchester_ADS.jpg‎|thumb|none|600px|Aiming down the sights. Here the rifle is customized with steel, making it look like a Model 1873.]]&lt;br /&gt;
[[File:RDR2-win3.jpg|thumb|none|600px|Loading a new round.]]&lt;br /&gt;
[[File:RDR2-winyell4.jpg|thumb|none|600px|Holding while riding.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1890==&lt;br /&gt;
The [[Winchester Model 1890]] appears as the &amp;quot;Varmint Rifle.&amp;quot; Being a .22 Caliber weapon in-game, it comes with its own ammo type. &lt;br /&gt;
[[Image:Win1890.jpg|thumb|none|400px|Winchester Model 1890 - .22 Short Rimfire]]&lt;br /&gt;
[[Image:RDRII_Varmint.jpg|thumb|none|600px|The Varmint Rifle on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_Varmint1.jpg|thumb|none|600px|Holding.]]&lt;br /&gt;
[[Image:RDRII_Varmint2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1890_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Varmint3.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]] returns from the previous game as the &amp;quot;Semi-Automatic Shotgun&amp;quot;. The game takes place in 1899, making the Auto-5 technically anachronistic - while John Moses Browning began designing the shotgun in 1898, production did not officially begin until 1902. &lt;br /&gt;
[[File:RemingtonRiot11.jpg|none|thumb|400px|Browning Auto 5/Remington Model 11 in Riot Gun configuration - 12 gauge]]&lt;br /&gt;
[[File:RDR2-BrowningAuto5.jpg|thumb|none|600px]]&lt;br /&gt;
[[Image:RDRII_Browning1.jpg|thumb|none|600px|The Browning Auto on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_Browning3.jpg|thumb|none|600px|Holding the &amp;quot;Semi-Automatic Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_Browning2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Browning_A5_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_Browning4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_Browning5.jpg|thumb|none|600px|Holding while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
A [[12 Gauge Double Barreled Shotgun]] with exposed hammers is the first shotgun received and is commonly used by NPCs.  &lt;br /&gt;
[[File:Rem1889.jpg|thumb|none|400px|Remington Model 1889 - 12 Gauge]]&lt;br /&gt;
[[File:RDR2-DoubleBarrel.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:RDR2-Arthur-Double-Barrel.jpg|thumb|none|600px|Arthur Morgan holds the Double Barrel.]]&lt;br /&gt;
[[Image:RDRII_dbshot1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Double_Barrel_Shotgun_ADS.jpg|thumb|none|600px|Aiming down the sights, not that you ever need to with this gun...]]&lt;br /&gt;
[[Image:RDRII_dbshot2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Shotgun==&lt;br /&gt;
Charles Smith uses a [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|Sawed Off Shotgun]] as his weapon of choice. It is acquired by the player early in the prologue and is occasionally used by NPCs. Unlike the first game, it has exposed hammers. It can be dual-wielded in pairs or with another weapon. &lt;br /&gt;
[[Image:Sawed off exposed hammers.jpg|thumb|400px|none|Sawed off side by side shotgun with exposed hammers - 12 gauge]]&lt;br /&gt;
[[File:RDR 2 Trailer 3 Van der Linde Gang.jpg|thumb|none|600px|Smith, seen opposite Sadie Adler, with the sawed-off shotgun.]]&lt;br /&gt;
[[File:Sawn-off_Shotgun1.jpg|thumb|none|600px|Holding a single Sawed-Off Shotgun.]]&lt;br /&gt;
[[File:Sawn-off_Shotgun_ADS.jpg|thumb|none|600px|Aiming down the sights. Not that it's necessary.]]&lt;br /&gt;
[[File:RDR_2_Sawn_off_Dual_Weild.jpg|thumb|none|600px|Dual wielding a pair of sawn-off double barrel shotguns. Note that the weapon on the left has a leather wrap foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1887==&lt;br /&gt;
The [[Winchester Model 1887]] appears as the &amp;quot;Repeating Shotgun&amp;quot;. It's possibly the 10 gauge version, as it is the most powerful shotgun in the game. It also has a capacity of six shells, the most out of all shotguns. It's first available for purchase during Chapter 6.&lt;br /&gt;
[[Image:PaulNewmanShotgunActual.jpg|thumb|none|400px|Winchester Model 1887 - 12 gauge]]&lt;br /&gt;
[[Image:RDRII_win87_1.jpg|thumb|none|600px|The Winchester M1887 on the gunshop table.]]&lt;br /&gt;
[[Image:RDRII_win87_2.jpg|thumb|none|600px|Holding the &amp;quot;Repeating Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_win87_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1887_ADS.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:RDRII_win87_4.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_win87_5.jpg|thumb|none|600px|Holding while riding.]]&lt;br /&gt;
[[Image:Winchester_1887_from_horseback_RDR2.jpg‎|thumb|none|600px|Holding a [[Winchester Model 1887]] while on horseback.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] is available as the &amp;quot;Pump-Action Shotgun&amp;quot;. Unlike ''[[Red Dead Redemption]]'', the weapon is available from one of the early chapters, rather than being a late-game weapon.&lt;br /&gt;
[[Image:WinchesterM1897.jpg|thumb|none|400px|Winchester Model 1897 Riot Gun - 12 gauge]]&lt;br /&gt;
[[File:RDR 2 First Look 14.jpg|thumb|none|600px|John holds the Winchester in his left hand while firing a Schofield.]]&lt;br /&gt;
[[Image:RDRII_Win97_1.jpg|thumb|none|600px|The Winchester M1897 on the gun shop table.]]&lt;br /&gt;
[[Image:RDRII_Win97_4.jpg|thumb|none|600px|Holding the &amp;quot;Pump-Action Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:RDRII_Win97_3.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:Winchester_1897_ADS.jpg|thumb|none|600px|Aiming down the sights. Note that the weapons can be customized with a variety of materials; this M1897 has a brass frame.]]&lt;br /&gt;
[[Image:RDRII_Win97_2.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:RDRII_Win97_5.jpg|thumb|none|600px|Holding while on horseback]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Gatling Gun==&lt;br /&gt;
Two long 1874 model [[Gatling Gun]]s mounted on artillery carriages with ammunition boxes make an appearance in Fort Mercer. Unlike the first game, it comes with a top-mounted magazine.&lt;br /&gt;
[[Image:Gatling.jpg|thumb|none|400px|Colt Gatling Gun with Bruce Feed Guide - .45-70]]&lt;br /&gt;
[[File:RDR 2_gatling4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_gatling5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Maxim 1895==&lt;br /&gt;
Replacing the previous game's anachronistic [[Browning M1917]], the far more period-appropriate [[Maxim 1895]] is used throughout the story. Characters in the game continuously refer to this weapon as a &amp;quot;Gatling Gun.&amp;quot; This is either intentional period specific slang meaning &amp;quot;machine gun&amp;quot; or it's an oversight by the developers who possibly had Gatling Guns planned for certain story missions. &lt;br /&gt;
[[File:Maxim1895.jpg|thumb|none|400px|Maxim 1895 on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:RDRII_Browning.jpg|thumb|none|600px|Arthur Morgan firing a Maxim 1895. He doesn't seem to be using the sights (though, to be fair, it's not like he could if he wanted to, seeing as his hat's in the way).]]&lt;br /&gt;
[[File:RDR2-Maxim.jpg|thumb|none|600px|An unprepared Maxim in the camp.]]&lt;br /&gt;
[[File:RDR2-Maxim1.jpg|thumb|none|600px|Arthur manning the Maxim.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Bow==&lt;br /&gt;
Arthur Morgan can also utilize a bow. It is a useful weapon for silent kills and can also be used for clean hunting kills on animals. The bow is capable of utilizing multiple types of arrows, including poison and incendiary arrows. &lt;br /&gt;
[[File:RDR 2 First Look 11.jpg|thumb|none|600px|Arthur with the bow in a promotional screenshot.]]&lt;br /&gt;
[[File:RDR 2 bow1.jpg|thumb|none|600px|Arthur holds the Bow.]]&lt;br /&gt;
[[File:RDR 2 bow2.jpg|thumb|none|600px|He draws back the bowstring.]]&lt;br /&gt;
&lt;br /&gt;
==Model 1841 6-Pdr Smoothbore Field Gun==&lt;br /&gt;
Several destroyed Model 1841 6-Pdr Smoothbore Field Guns can be seen on the former battlefield of Scarlett Meadows. On &amp;quot;Riley's Charge&amp;quot; there also intact and destroyed Field Guns.&lt;br /&gt;
[[File:RDR 2_cannon.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_cannon1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Revolving Cannon==&lt;br /&gt;
On Guarma island, Arthur can use a [[Gatling Gun|Hotchkiss Revolving Cannon]] to sink a Cuban armored ship.&lt;br /&gt;
[[File:RDR 2_gatling1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_gatling2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RDR 2_gatling3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Hotchkiss Mountain Gun==&lt;br /&gt;
Several [[Hotchkiss Mountain Gun]]s can be seen on Guarma island. The player has the option of using one to blow open a wall in a later mission during Chapter 6. It's also the standard artillery for the U. S. Army.&lt;br /&gt;
[[Image:M 1886 1.65Hlmr.jpg|thumb|none|350px|M1886 Hotchkiss light mountain rifle - 42 mm (1.65 in)]]&lt;br /&gt;
[[File:RDR 2_hotch1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
{{Red Dead Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Western Video Game]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1246548</id>
		<title>Call of Duty: WWII</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Call_of_Duty:_WWII&amp;diff=1246548"/>
		<updated>2019-01-16T23:09:45Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Mosin Nagant M1891 / M91/30 Sniper Rifle hybrid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Call of Duty: World War II&lt;br /&gt;
|picture=CODWWII.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Call of Duty]]&lt;br /&gt;
|date= November 3, 2017&lt;br /&gt;
|developer=Sledgehammer Games&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|publisher=Activision Blizzard&lt;br /&gt;
|genre=[[First-Person Shooter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Call of Duty: WWII''''' is a first-person shooter developed by Sledgehammer Games for the PC, Playstation 4 and Xbox One. Being the fourteenth main game in the series, it is also the first installment since ''[[Call of Duty: World at War]]'' to be set in World War II, and the fifth main WWII title in the series.&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Many weapon variants in ''WWII'' multiplayer change the weapon into a completely different one. On this page, firearms identified only in weapon variants are placed as subsections of the original weapon's section. The M1941 Johnson rifle is one exception because the variant crosses over to another weapon category different from the base weapon. A few other cases of borderline weapon distinctions remain as subsections to make management easier.&lt;br /&gt;
&lt;br /&gt;
Somewhat interestingly, the extended magazine attachment in ''WWII'' always changes the magazine model (in contrast to several CoD games). In many cases, the extended magazine is a fictional invention or some other gun's magazine stuffed into the gun. In nearly all cases (excluding some machine guns), the attachment applies a flat 50% increase to the magazine capacity, which often results in overlarge or understated capacities for real magazines.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
Handguns, alongside the SMGs, are the only weapons in ''WWII'' that can use suppressors. In singleplayer, suppressed pistols are given at specific points in the campaign. In multiplayer, pistol suppressors were originally absent, but as of the April update following the overhaul of all divisions, all handguns (including the revolvers, implausibly enough) can be fitted with suppressors.&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1]] returns as the main American sidearm. Interestingly, the &amp;quot;extended magazine&amp;quot; attachment gives the gun extremely long magazines, similar to those commonly associated with the [[:File:1911machinepistol.jpg|M1911A1 machine pistol]], but only increases the capacity from 7 to 10 rounds. The markings on the slide indicate that the gun is manufactured by &amp;quot;Scapareli Industries&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the M1911A1 (in grand CoD tradition) becomes dual-wielded and fires grenades (with a lower-than-normal ammo reserve), this time around bearing the moniker &amp;quot;Bacon and Eggs&amp;quot;.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|An M1911A1 in Sgt. Pierson ([[Josh Duhamel]])'s shoulder holster.]]&lt;br /&gt;
[[File:CoDWWII-M1911 1.jpg|thumb|none|600px|The Colt in-game.]]&lt;br /&gt;
[[File:CoDWWII-M1911 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1911 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M1911 (1).jpg|thumb|none|600px|A suppressed M1911, used in the &amp;quot;Ambush&amp;quot; mission towards the end of the campaign.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Model 1902===&lt;br /&gt;
The &amp;quot;Jupiter&amp;quot; variant of the [[M1911A1]] appears to be a [[Colt Model 1902 Sporting Model]], albeit bizarrely fitted with a stock and foregrip similar to that of the aforementioned M1911A1 machine pistol conversion. It also lacks rear sights.&lt;br /&gt;
[[File:Colt1902Sporting.jpg|thumb|none|350px|Colt M1902 Sporting Model - .38 ACP]]&lt;br /&gt;
[[File:1911machinepistol.jpg|thumb|none|450px|Colt M1911A1 Machine Pistol factory full-auto conversion - .38 Super]]&lt;br /&gt;
[[File:CoDWWII-jupiter1.jpg|thumb|none|600px|The &amp;quot;Jupiter II&amp;quot; in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-jupiter2.jpg|thumb|none|600px|A side view. Note that the &amp;quot;Colt&amp;quot; text on the grip has been replaced with &amp;quot;.45 CAL&amp;quot; and that there is simply a circle where the Colt logo should be.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr M1912===&lt;br /&gt;
The &amp;quot;Juno&amp;quot; variant of the [[M1911A1]] makes it resemble a [[Steyr M1912]]. It still uses the M1911A1's animations, meaning that it incorrectly uses detachable box magazines, rather than loading stripper clips or loose rounds through the ejection port. To further facilitate the reuse of the M1911A1's animations, a slide stop lever is added to the frame, and the lanyard loop is removed from the base of the grip. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Totalize&amp;quot; variant also has an M1912's slide, but uses a standard M1911A1 frame.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|350px|Steyr-Hahn M1912 - 9x23mm Steyr]]&lt;br /&gt;
[[File:CODWW2Juno menu.jpeg|thumb|none|600px|The Juno variant as seen in the customization menu.]]&lt;br /&gt;
[[File:CODWW2Juno range.jpeg|thumb|none|600px|A soldier checks out his mutant Steyr-Colt on the range.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield No. 2==&lt;br /&gt;
An [[Enfield No. 2]] can be seen in the holster of 1st Lieutenant Joseph Turner ([[Jeffrey Pierce]]) and SOE agent Vivian in the campaign, and is usable during a key scripted section of the story. It is incorrectly depicted with a swing-out cylinder rather than top-break, and for some reason only ejects 1 spent casing from the cylinder when reloaded. It strangely fires 7 rounds before needing to be reloaded, but after reloading, it has a correct 6-round capacity (it should also be noted that the first shot is fired in a QTE, and the player gets control of the weapon from the second shot onwards. Presumably, this QTE-shot didn't count, and the player is then handed a weapon with a six-round capacity). &lt;br /&gt;
&lt;br /&gt;
Being a British sidearm, the No.2 wasn't really used by US forces during WWII; a more appropriate service revolver would be the [[Colt M1917]]. Even then, the SOE preferred more covert weapons such as the [[Welrod Pistol|Welrod]].&lt;br /&gt;
&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|400px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:CoDWWII-enfre 1.jpg|thumb|none|600px|Daniels (Brett Zimmerman) holds Turner's revolver.]]&lt;br /&gt;
[[File:CODWWII No2 (1).jpg|thumb|none|600px|The floating speed loader might show up sometimes because of a bug.]]&lt;br /&gt;
[[File:CODWWII No2 (2).jpg|thumb|none|600px|Aiming the No. 2. The hammer seems have had some problems as well in this instance.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Enfield No. 2&amp;quot;===&lt;br /&gt;
A revolver ''named'' the &amp;quot;Enfield No. 2&amp;quot; was later added to multiplayer and Zombies in the second update for The Resistance event. This revolver, in its base form, while depicted with the correct top-break cylinder instead of the weird swing-out in singleplayer, most definitely ''isn't'' an Enfield No. 2. In its default base form, it has a [[Smith &amp;amp; Wesson .44 Double Action]] trigger guard, a rounded barrel, and only some parts of the frame resembling the Enfield No. 2. Considering the mix-and-match design philosophy Sledgehammer Games uses when designing weapon variants, it's likely that they used one of their mutant / hybrid Enfield No. 2 variant designs as the base weapon. Why is this necessary though is completely beyond IMFDB's ability to answer.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rebuker&amp;quot; variant has a shortened barrel, while the &amp;quot;Obstructor&amp;quot; variant is just the default weapon with a finish.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the mutant Enfield becomes the &amp;quot;Bulldog&amp;quot; (actually [[Webley Bulldog|a different British revolver altogether]]), with boosted damage and a higher ammo reserve that doesn't add up to a whole number of speedloaders (55 rounds).&lt;br /&gt;
[[File:White Enfield No2 Mk I.jpg|thumb|none|400px|Enfield No. 2 Mk.I original configuration with spurred hammer - .38 S&amp;amp;W]]&lt;br /&gt;
[[File:Bulldog Police.jpg|thumb|none|400px|Victorian era Webley RIC / Bulldog type revolver, c. 1880s - .450 (Deactivated). Reference image for a round barrel.]]&lt;br /&gt;
[[File:Sw44da.jpg|thumb|none|400px|Smith &amp;amp; Wesson .44 Double Action - .44 Russian]]&lt;br /&gt;
[[File:CODWII No2 (3).jpg|thumb|none|600px|The Enfield impostor revolver in multiplayer, on the &amp;quot;Flak Tower&amp;quot; level.]]&lt;br /&gt;
[[File:CODWII No2 (4).jpg|thumb|none|600px|Aiming with the rather rudimentary sights.]]&lt;br /&gt;
[[File:CODWII No2 (5).jpg|thumb|none|600px|Ejecting spent .38 casings.]]&lt;br /&gt;
[[File:CODWII No2 (6).jpg|thumb|none|600px|Loading some more in with a speedloader.]]&lt;br /&gt;
[[File:CODWII No2 (7).jpg|thumb|none|600px|The inspection animation, which shows the character half-cocking the hammer and then resetting it.]]&lt;br /&gt;
&lt;br /&gt;
===Colt Single Action Army===&lt;br /&gt;
As if the multiplayer variant wasn't strange enough already, the &amp;quot;Repeller II&amp;quot; variant resembles a [[Colt Single Action Army]] with a nickel finish, engravings, and a 7.5&amp;quot; barrel. It still uses the Enfield's animations and behavior, which results in it being treated as a top-break revolver (with a hinge added to the front of the frame for this purpose; however, it lacks a release lever, so the player character just pushes down on nothing whatsoever to open the revolver); it also shares the Enfield's double-action behavior, something which the ''Single Action'' Army clearly shouldn't be capable of. Considering the SAA's single-action, gate-loaded nature, it would've made a bit more sense to have it as a variant of the [[Reichsrevolver M1879]], rather than the Enfield.&lt;br /&gt;
&lt;br /&gt;
In the Zombies map ''The Frozen Dawn'', the &amp;quot;Raven Claw&amp;quot; revolver uses the same model as the Repeller II.&lt;br /&gt;
[[File:ColtSAA2ndGenNickel.jpg|thumb|none|400px|2nd Generation Colt SAA w/7.5&amp;quot; &amp;quot;Artillery&amp;quot; barrel and nickel finish - .45 Long Colt]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is the main sidearm of the Germans in singleplayer, and the starting sidearm in multiplayer. Equipping the gun with the &amp;quot;Extended Mag&amp;quot; attachment gives it a 32-round ''Trommelmagazin 08'', although the weapon's capacity is only increased to 12 rounds.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;GI's Souvenir&amp;quot; (a reference to the common practice among American GIs of taking captured Lugers home with them), with a 16-round magazine, a more-than-tripled ammo reserve, a damage boost, and a conversion to 4-round burst fire, with a suitably absurd cyclic fire rate.&lt;br /&gt;
[[File:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Luger.jpg|thumb|none|600px|A German soldier aiming a Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 2.jpg|thumb|none|600px|Having grown paranoid over the course of a great many games of Zombies, a soldier aims their P08 at a set of wooden boards.]]&lt;br /&gt;
[[File:CoDWWII-Luger 1.jpg|thumb|none|600px|After remembering what gamemode he's in, the soldier relaxes, giving us a better look at his Luger.]]&lt;br /&gt;
[[File:CoDWWII-Luger 3.jpg|thumb|none|600px|Later, he prepares to chamber an oddly pointy 9x19mm round, after replacing the weapon's empty magazine with a fresh one.]]&lt;br /&gt;
[[File:CODWWII P08 (1).jpg|thumb|none|600px|Wary of [[Wolfenstein: The New Order| sleeping Nazi dogs]], Rousseau makes her way up a stairwell in the game's stealth mission.]]&lt;br /&gt;
[[File:CODWWII P08 (2).jpg|thumb|none|600px|She reloads her P08 after looking at the horrors committed against a soiled pool table.]]&lt;br /&gt;
[[File:CoDWWII-LugerTM.jpg|thumb|none|600px|A Soldier running with his Luger equipped with a ''Trommelmagazin 08''.]]&lt;br /&gt;
&lt;br /&gt;
===Borchardt C-93===&lt;br /&gt;
Interestingly, the &amp;quot;Der Adler&amp;quot; and &amp;quot;Adlertag&amp;quot; variants of the Luger heavily resemble the [[Borchardt C-93]], an earlier pistol whose toggle-lock operation inspired the Luger's design.&lt;br /&gt;
[[File:Borchardtc93.jpg|thumb|400px|none|Borchardt C-93 - 7.65x25mm Borchardt]] &lt;br /&gt;
&lt;br /&gt;
===Nambu Type 14===&lt;br /&gt;
The [[Nambu Type 14]] is found as the &amp;quot;Abwehr&amp;quot; variant for the Luger P08. Parts from the Nambu can also be seen on other variants; the &amp;quot;Torch&amp;quot; variant has the barrel, slide and sights of the Nambu, and the &amp;quot;Der Adler&amp;quot; variant has the grip, magazine, trigger, trigger guard and magazine release of the Nambu.&lt;br /&gt;
&lt;br /&gt;
[[file:NambuType14Pistol.jpg|thumb|none|350px|Nambu Type 14 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-Nambu-AbwehrII.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 Hybrid==&lt;br /&gt;
A hybrid of [[Mauser C96]] variants and derivatives (primarily the original C96 and the [[Mauser M712 Schnellfeuer|M712 Schnellfeuer]]) is available in the game. The weapon fires in full-auto and by default uses 10-round detachable magazines, which are features of the M712 Schnellfeuer machine pistol. However, it lacks the M712's fire selector (but it does have M712's magazine release), meaning that it is visually a normal C96 with the M712's magwell and magazines. The receiver's indentations are strangely in the form of a single big block, and resemble the style of [[:File:Whats up doc.jpg|C96 prototypes]]. Lastly, its hammer is a single piece, which does not resemble any normal C96 hammer, lacking the hole for the ring-type hammer and lacking the cones for the cone-type hammer.&lt;br /&gt;
&lt;br /&gt;
During the alpha stage, it was named &amp;quot;M712&amp;quot;, while the final release version renamed it to the very generic &amp;quot;Machine Pistol&amp;quot;. By default, it uses 10-round detachable magazines. Equipping the extended mag gives it 20-round M712 magazines, but they hold an understated 15 rounds in gameplay.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, it is referred to as the &amp;quot;Red 9&amp;quot;, a nickname for a variant of the semi-automatic C96 chambered in 9x19mm. This variant holds 20 rounds, but has the base weapon's standard 10-round magazine model. Its damage and ammunition reserves are also increased.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Heimat&amp;quot; and &amp;quot;Metallisch&amp;quot; variants have a shorter barrel, with the Metallisch also having the safety control lever set differently, as well as a different pistol grip.&lt;br /&gt;
[[File:712good.jpg|thumb|none|400px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:C96Pistol.jpg|thumb|none|400px|Pre-War dated Mauser C96 &amp;quot;Broomhandle&amp;quot; Commercial Version - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96 1.jpg|thumb|none|600px|The &amp;quot;Machine Pistol&amp;quot; in-game. Note the obvious lack of a selector switch.]]&lt;br /&gt;
[[File:CoDWWII-c96 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mauser C96 Carbine===&lt;br /&gt;
The &amp;quot;Holzpistole&amp;quot; and &amp;quot;Schlange&amp;quot; variants of the &amp;quot;Machine Pistol&amp;quot; have long barrels like the [[Mauser C96#Mauser C96 &amp;quot;Broomhandle&amp;quot;|C96 Carbine]] variant, with the Holzpistole having a buttstock as well (albeit a standard holster-stock, rather than the carbine's fixed grip/stock).&lt;br /&gt;
[[File:C96carbine.jpg|thumb|none|450px|The very rare full stocked C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-c96holz1.jpg|thumb|none|600px|Holding the &amp;quot;Holzpistole II&amp;quot;. Note the odd extension on the rear of the bolt, as well as the fact that the weapon somehow remains held with one hand (and can even be still dual-wielded).]]&lt;br /&gt;
[[File:CoDWWII-c96holz2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-c96holz3.jpg|thumb|none|600px|Inspecting the left side...]]&lt;br /&gt;
[[File:CoDWWII-c96holz4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==Reichsrevolver M1879==&lt;br /&gt;
The [[Reichsrevolver M1879]] was added in the second update for The Resistance event. It fires in single-action mode, but with an extremely high firecap, and is reloaded round-by-round via a loading gate. Since the Reichsrevolver lacks any form of ejector rod, the player simply uses gravity to eject spent casings when reloading; this isn't possible, as spent casings expand in the chambers upon firing, which causes them to stick in place, necessitating the use of an ejector rod. The Reichsrevolver was actually meant to be used with a separate ejector rod, which wasn't physically attached to the revolver.&lt;br /&gt;
&lt;br /&gt;
Interestingly, when compared to the [[Enfield No. 2]] added in the same update, the Reichsrevolver has a higher fire rate, but does less damage; considering how the Enfield fires the weaker .38/200 cartridge, and is double-action, the reverse should logically be true.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gilded Torment II&amp;quot; variant has a longer barrel, an extended hammer spur, taller sights, and a strange wooden forearm added to the front of the frame, rather like some early breech-loading pistols (e.g. the [[Remington Rolling Block]]). The &amp;quot;Oppressor&amp;quot; variant has a similar long barrel, forearm, and tall sights, albeit without the modified hammer, and with the shorter grip of the later M1883 Reichsrevolver.&lt;br /&gt;
&lt;br /&gt;
The Reichsrevolver becomes the &amp;quot;Glücklicher Punk&amp;quot; when Pack-A-Punched (&amp;quot;Glücklicher&amp;quot; being German for &amp;quot;happier&amp;quot;); the ammo reserve is doubled, the damage is increased, and the capacity is raised to a more-than-slightly-implausible 16 rounds (even if there is some sort of special re-fireable round technology at work, this would mean that some rounds are fired more than others, not to mention that, when reloading, the player character loads and then promptly ejects a full set of six fresh rounds twice over, then ejects another 4 unfired ones for good measure).&lt;br /&gt;
[[File:Reichsrevolver m1879 Revolver.jpg|thumb|none|400px|Reichsrevolver M1879 - 10.6x25mmR]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (1).jpg|thumb|none|600px|A German soldier models the Reichsrevolver, wondering why he has a sidearm that was outdated by the time of the ''First'' World War.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (2).jpg|thumb|none|600px|Trying not to think to about these things, he concentrates on the sky instead.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (3).jpg|thumb|none|600px|Firing the revolver and thumbing the hammer.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver(4).jpg|thumb|none|600px|Reloading; ejecting an unfired cartridge. A neat detail is that reloading with the tactical knife &amp;quot;attachment&amp;quot; shows the knife inside the player character's left hand during the reload animation.]]&lt;br /&gt;
[[File:CODWWII Reichsrevolver (5).jpg|thumb|none|600px|Inspecting the M1879. Imperial Germans could only wish that they had made it this far into France...]]&lt;br /&gt;
[[File:Codww2-oppressor.jpg|thumb|none|600px|The &amp;quot;Oppressor&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
[[File:Codww2-gildedtorment.jpg|thumb|none|600px|The &amp;quot;Gilded Torment II&amp;quot; variant in the weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] returns from ''[[Call of Duty: World at War|World at War]]'' as a new pistol in The Resistance event. Likely due to the continuing presence of the Walther trademark, the gun is no longer called the &amp;quot;Walther P38&amp;quot; like in the previous title; instead going by the rather generic moniker of &amp;quot;9mm SAP&amp;quot;, which likely stands for &amp;quot;9mm semi-automatic pistol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Immunity&amp;quot; and &amp;quot;Privilege&amp;quot; variants have M1911 wire-frame folding stocks; the latter also has an extended barrel, checkered walnut grips and a rounded slide seemingly based on that of the [[SIG-Sauer P230]]; its model does however feature the proper slide stop lever and barrel retaining pin of the real P38, unlike the other variants.&lt;br /&gt;
&lt;br /&gt;
It isn't clear why the P38 was chosen as a resistance-themed pistol, seeing as it was a standard sidearm of the Wehrmacht; a more appropriate choice for a resistance-themed pistol would be a Polish [[Vis wz. 35]], which was produced in Poland under Nazi occupation, and snuck to underground resistance members in small amounts using an interesting system of duplicated serial numbers. Another possible choice would be a French [[Ruby]] or one of the two [[French M1935 Pistols]], both of which were used by French resistance members.&lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the P38 becomes the &amp;quot;Grey Ghost&amp;quot;, with a 10-round magazine capacity, an increased reserve ammo count (168 over the standard 112; curiously, this means that the player character is carrying sixteen-and-four-fifths magazines), a boost to its damage, and a shotgun-style spread of projectiles.&lt;br /&gt;
[[File:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-p38 1.jpg|thumb|none|600px|Holding the Walther.]]&lt;br /&gt;
[[File:CoDWWII-p38 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-p38 3.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:CoDWWII-p38 4.jpg|thumb|none|600px|Inspecting the right side of an empty P38...]]&lt;br /&gt;
[[File:CoDWWII-p38 5.jpg|thumb|none|600px|...and the left side. For some reason, the left half of the slide cut-out is filled in.]]&lt;br /&gt;
&lt;br /&gt;
===Walther P38K===&lt;br /&gt;
The &amp;quot;Rebuff&amp;quot; variant of the P38 has a shortened barrel, making it resemble a [[Walther P38K]].&lt;br /&gt;
[[File:P38K.jpg|thumb|none|350px|Walther P38K - 9x19mm]]&lt;br /&gt;
[[File:codww2p5.jpg|thumb|none|600px|The P38K in the weapon selection menu. Note that, unlike the standard version, this variant has a correct cutout in the slide. Also note the name &amp;quot;Rifuto&amp;quot; instead of &amp;quot;Rebuff&amp;quot;. The game here is in Italian language and &amp;quot;Rifuto&amp;quot; is Italian for &amp;quot;garbage&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Submachine Guns in ''WWII'' used to be the only weapons in multiplayer that can use suppressors (other suppressed weapons can be found in singleplayer). They were previously a Division Skill for the Airborne division, which gives Airborne players quick-detach suppressors for their SMGs that they can attach and detach at will. Quick-detach suppressors are mechanically impossible for the depicted guns and anachronistic.&lt;br /&gt;
&lt;br /&gt;
The April 2018 update overhauled all Divisions and made suppressors available to pistols and as a selectable attachment for SMGs, usable by any division. The SMG suppressors still have the quick-detach property, while the pistol suppressors act like the fixed suppressors in previous games.&lt;br /&gt;
&lt;br /&gt;
Modeled suppressors include the Maxim Silencer or the Parker-Maxim M1929. Realistically however, they wouldn't fit on some of the depicted weapons.&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta Model 38A]] was added in The Resistance event. It is referred to as the &amp;quot;Orso&amp;quot; (Italian for &amp;quot;Bear&amp;quot;) in-game likely because of the continuing presence of the Beretta trademark. The weapon is depicted with only one trigger, and features a strange barrel with fictional barrel perforations found on no real M38 variants. At best, they are a loosely-interpreted version of the barrel perforations of the original upwards-ejecting [[:File:Beretta Model 38.jpg|Model 38]] (the in-game weapon is based on the M38A because it ejects leftwards). In-dev models were shown to have real barrels based on real M38 variants (with the base weapon having an actual Model 38A's barrel), as well as appropriately having two triggers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;extended mag&amp;quot; attachment gives it a strangely curved magazine instead of a more appropriate 40-round straight stick magazine. It incorrectly fires at 810 RPM, rather than the actual weapon's fire rate of 600 RPM. Bizarrely, the weapon is cocked upon an empty reload, despite the bolt visibly staying open throughout the entire process.&lt;br /&gt;
&lt;br /&gt;
Being an Italian-standard submachine gun, it's not particularly apparent why it's featured as a resistance-themed SMG. Some more appropriate choices could include the later-added [[MAS-38]], famously used in the assassination of Benito Mussolini by the Italian resistance, the [[Sten#Błyskawica|Błyskawica]], a submachine gun (rather impressively) manufactured and used by Polish underground resistance forces, or the [[United Defense M42]], which was ordered by the OSS and distributed to various underground resistance forces in Europe. Even the earlier-added [[Sten]] itself is an appropriate choice, as countless guns were donated to resistance groups in all theatres of WWII.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Twisted II&amp;quot; variant has a long unfluted barrel, mildly resembling that of the later Beretta Model 38/44, but not exactly identical. This variant is also modeled with a larger, differently-shaped charging handle, and a more right-facing ejection port, but still visibly ejects to the left. The &amp;quot;Golden Goose&amp;quot; variant has a slightly shortened barrel.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Model 38 becomes &amp;quot;The Boot&amp;quot; (presumably a reference to the boot-shaped peninsula of Italy), with increases to damage and reserve ammo alike.&lt;br /&gt;
[[File:Beretta Model 38A.jpg|thumb|none|400px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:Codww2-orsoweaponselect.jpg|thumb|none|600px|The Beretta Model 38A in the multiplayer weapon selection menu.]]&lt;br /&gt;
[[File:CODWWII M38 (1).jpg|thumb|none|600px|The Model 38A in MP.]]&lt;br /&gt;
[[File:CODWWII M38 (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:CODWWII M38 (3).jpg|thumb|none|600px|Reloading the stick magazine.]]&lt;br /&gt;
[[File:CODWWII M38 (4).jpg|thumb|none|600px|Pulling the charging handle. Note the barrel perforations.]]&lt;br /&gt;
[[File:CODWWII M38 (5).jpg|thumb|none|600px|Inspecting the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Erma EMP 44==&lt;br /&gt;
The [[Erma EMP 44]] was added to the game in the Halloween Scream event. The real weapon's dual magazine switching ability is ignored; by default, the weapon uses one magazine at a time (amusingly enough, shoved into the wrong magazine well). Said magazine holds an incorrect 36 rounds (as opposed to the correct 32, it being an [[MP40]] magazine); the Extended Mags attachment gives it another magazine to bring the capacity up to 54 rounds (in complete defiance of logic), but the two magazines are used as if they are fused together, with the player character removing and loading both in the reload animation. &lt;br /&gt;
[[File:EMP 44.jpg|thumb|400px|none|Erma EMP 44 - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] appears in the game as the &amp;quot;Waffe 28&amp;quot; (literally &amp;quot;Weapon 28&amp;quot; in German). Despite having a low rate of fire at ~500 rounds/minute in real life, in-game the gun fires at at least twice that (1200 RPM during beta, 1000 RPM on release). Multiple commentators pointed out that its fire rate should've been the in-game PPSh's fire rate, and the in-game PPSh's fire rate should've been the MP28's.&lt;br /&gt;
&lt;br /&gt;
When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains the same TM 08 snail drum used for the Luger (despite it not being compatible with this weapon in reality; however, the MP28's predecessor, the [[Bergmann MP18]], accepted this magazine), though it somehow gives the MP28 48 rounds. The [[Lanchester Mk. I|Lanchester]]'s 50-round box magazine compatible with the MP28 could have been used instead.&lt;br /&gt;
&lt;br /&gt;
The MP28's Pack-A-Punched variant (complete with more reserve ammo, increased damage, and a 50-round magazine capacity) is known as the &amp;quot;Flapjack&amp;quot;.&lt;br /&gt;
[[File:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP28.jpg|thumb|none|600px|Holding the MP28, correctly by the handguard rather than the magazine as in ''[[Call of Duty: Infinite Warfare]]''.]]&lt;br /&gt;
[[File:CoDWWII-MP28 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MP28 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MP28 4.jpg|thumb|none|600px|Pulling the bolt back.]]&lt;br /&gt;
[[File:CoDWWII-MP28ex.jpg|thumb|none|600px|The extended mag version with a TM 08 snail drum.]]&lt;br /&gt;
[[File:CoDWWII-MP28epic.jpg|thumb|none|600px|Inspecting the shortened &amp;quot;Trigger Happy&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===Steyr MP34===&lt;br /&gt;
All the variants of the MP28 feature parts of the [[Steyr MP34]]. The &amp;quot;Trigger Happy&amp;quot; and &amp;quot;Oil Can&amp;quot; variants have the MP34's iron sights, as well as custom flash hiders. As for the &amp;quot;Waffenschmiede&amp;quot; and &amp;quot;Soggy&amp;quot; variants, they have (a somewhat simplified depiction of) its distinctive angular receiver and its rear sight; the former also has a strange front section somewhat resembling that of a [[Karabiner 98k]], while the latter has a cut-down barrel and stock, as well as the MP34's muzzle brake.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWii_mp34_1.jpg|thumb|none|600px|Holding the &amp;quot;Soggy&amp;quot; Variant.]]&lt;br /&gt;
[[File:CoDWWii_mp34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWii_mp34_3.jpg|thumb|none|600px|Inspecting the top...]]&lt;br /&gt;
[[File:CoDWWii_mp34_4.jpg|thumb|none|600px|... and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is available in the game, incorrectly referred to as the M1928 variant: while US soldiers did use the M1928A1 early in their involvement in WW2 since the M1 did not enter service until April 1942, the gun shown in the game has the triangular rear sight guard &amp;quot;ears&amp;quot; of an M1A1, a right-side charging handle and an unribbed barrel, and does not have a Cutts Compensator which military M1928A1s usually did. The extended magazine attachment gives it a 50-round drum magazine (with an underloaded 45-round capacity), which is incorrect: while an actual M1928 could accept a drum, the simplified M1 and M1A1 lacked this feature since the drum was deemed too heavy and unreliable for combat.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Handler&amp;quot; variant gains a long ribbed barrel like that of the [[Auto Ordnance M1927 Thompson|Auto Ordnance M1927]] semi-automatic Thompson, as well as a vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Chicago Typewriter&amp;quot;, a name more commonly associated with the actual M1928 (generally in the context of 1920s gangsters); it has a higher ammo reserve, increased damage, and a 50-round capacity that would be appropriate for the drum, but not for the standard 30-round box magazine that the weapon is shown with.&lt;br /&gt;
[[File:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP. This specimen has the sling swivel relocated to the top of the stock, a modification often made to Thompsons in British service. ]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|An actual M1928A1 Thompson with 50-round drum magazine, for comparison - .45 ACP ]]&lt;br /&gt;
[[File:CoDWWII-Thom 1.jpg|thumb|none|600px|The Thompson in-game.]]&lt;br /&gt;
[[File:CoDWWII-Thom 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Thom 3.jpg|thumb|none|600px|Reloading; the charging handle is never pulled, even during an empty reload. This is mechanically correct, since the Thompson has an automatic bolt hold-open, which ensures that if the trigger is pulled while the magazine is empty, the bolt will remain in its rearward position. This also conveniently eliminates the need to create new animations for the variants with top-mounted charging handles.]] &lt;br /&gt;
[[File:CoDWWII-Thom 4.jpg|thumb|none|600px|The Thompson, implausibly loaded with a drum magazine.]]&lt;br /&gt;
[[File:CoDWWII-Thom 5.jpg|thumb|none|600px|Reloading the drum-mag Thompson. Note how the receiver has a fictional slot in the magazine well for the drum magazine to fit into.]]&lt;br /&gt;
&lt;br /&gt;
===M1928A1 Thompson===&lt;br /&gt;
In campaign, the Thompson used by Sgt. Pierson is actually an [[M1928A1 Thompson|M1928A1]], as evidenced by the charging handle being on the top of the receiver, as well as the weapon having a ribbed barrel (with a vertical foregrip), though it still has the rear sight of an M1A1.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the &amp;quot;Wilco&amp;quot;, &amp;quot;Buck Private&amp;quot; and &amp;quot;Wayfinder&amp;quot; variants of the Thompson are also modeled after M1928A1s. The &amp;quot;Wilco&amp;quot; has a long barrel like the Auto Ordnance M1927, while the &amp;quot;Buck Private&amp;quot; has the early 'simplified' rear sight, a shorter barrel, a horizontal handguard and no stock. The &amp;quot;Wayfinder&amp;quot; variant has almost the same attributes as the Buck Private, except that it lacks a handguard. It is worth noting that none of the Thompson submachine guns appearing in the game have a Cutts Compensator, possibly to accommodate for the quick-detach suppressors.&lt;br /&gt;
[[File:M1928-A1 T.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine and early 'simplified' rear sight that would be adopted for the M1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:M1928.jpg|thumb|none|400px|M1928 &amp;quot;Tommy Gun&amp;quot; or &amp;quot;Chicago typewriter&amp;quot; with 50-round drum magazine - .45 ACP, made famous through countless classic gangster movies.]]&lt;br /&gt;
[[File:CoDWWII-Thom 0.jpg|thumb|none|600px|Sgt. Pierson with his Thompson during D-Day; note that his weapon has magazine pouch on the buttstock.]]&lt;br /&gt;
[[File:M1927AutoOrd.jpg|thumb|none|400px|Auto Ordnance M1927 Thompson, for comparison - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Thomepic.jpg|thumb|none|600px|Inspecting the &amp;quot;Wilco&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3 Grease Gun]] returns from ''[[Call of Duty 2]]'', and is the first available submachine gun in multiplayer. The extended magazine is for some reason the same TM 08 snail drum magazine (inserted backwards) used by the [[Luger|Luger Artillery Model]] and [[Haenel-Schmeisser MP28/II|MP28]], which gives the Grease Gun 45 rounds.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rosie&amp;quot; variant has no stock, an enlarged trigger guard, non-standard iron sights, a cut-down barrel, an odd rounded magazine well, and a modified receiver with a traditional bolt handle and a cutout in the left side, being generally made to look like a rivet gun; this, along with the &amp;quot;We Can Do It&amp;quot; marking on the weapon's left side, is meant as a reference to the WWII-era &amp;quot;Rosie the Riveter&amp;quot; propaganda poster.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Roxy&amp;quot; variant has no stock, is engraved, has a sling strap wrapped around it, and has a conical flash hider attached, similar to those fitted to some M3s and M3A1s later on.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the M3 becomes &amp;quot;The Greaser&amp;quot;, with a boost to its damage, and both the capacity and reserve ammo count being doubled.&lt;br /&gt;
[[File:M3 Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-GreaseGun-2.jpg|thumb|none|600px|Sgt. Pierson and Lt. Turner carry Grease Guns in a trailer. In the final product, Pierson carries an M1928A1 Thompson fitted with a drum mag and a foregrip, while Turner carries an M1A1 Thompson with no attachment.]]&lt;br /&gt;
[[File:CoDWWII-Grease3.jpg|thumb|none|600px|The &amp;quot;Grease Gun&amp;quot; in-game.]]&lt;br /&gt;
[[File:CoDWWII-Grease4.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Grease5.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-Grease6.jpg|thumb|none|600px|Cocking the submachine gun. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
[[File:CoDWWII-Grease7.jpg|thumb|none|600px|Inspecting the extended mag &amp;quot;Grease Gun&amp;quot;. Note the... incorrect everything about this.]]&lt;br /&gt;
[[File:Grease silenced .jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; with an attached suppressor - .45 ACP]]&lt;br /&gt;
[[File:Codwwii m2 oss.jpg|thumb|none|600px|A player character attaching a sound suppressor onto his M3, turning it into something like the M3A1 OSS version. This isn't actually possible; the OSS's suppressor was actually an integrally suppressed barrel, so attaching one would require the user to remove the existing barrel, rather than simply sliding the suppressor on over it. A suppressed M3 like this one is given to the player in the campaign level “S.O.E.”, given to the player by SOE operatives, obviously.]]&lt;br /&gt;
&lt;br /&gt;
===Spitfire Carbine===&lt;br /&gt;
The &amp;quot;Candy&amp;quot; and &amp;quot;Brandi&amp;quot; variants of the M3 Grease Gun resemble [[Spitfire Carbine]]s with heavily shortened barrels and non-standard charging handles on the right side of their receivers; the former lacks a stock, whereas the latter has one, along with what seems to be a small barrel shroud from a [[Sten Mk II]].&lt;br /&gt;
[[File:Spitfire Carbine.jpg|thumb|none|400px|Spitfire Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-Grease-Brandi-II.jpg|thumb|none|600px|The &amp;quot;Brandi II&amp;quot; Heroic variant in the weapon selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Brandi1.jpg|thumb|none|600px|Holding the &amp;quot;Brandi&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Brandi2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Brandi3.jpg|thumb|none|600px|Inspecting the left...]]&lt;br /&gt;
[[File:CoDWWII-Brandi4.jpg|thumb|none|600px|...and the right side.]]&lt;br /&gt;
&lt;br /&gt;
==MAS-38==&lt;br /&gt;
The [[MAS-38]] was added in the Operation: Shamrock &amp;amp; Awe event. It is referred to as &amp;quot;M-38&amp;quot;. The extended magazine model is a fictional curved magazine. The &amp;quot;Homestead&amp;quot; variant adds a perforated barrel shroud that makes the gun resemble the police model of the post-war [[MAT-49|MAT-49/54]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the MAS-38 becomes the &amp;quot;Casket King&amp;quot;, a possible reference to the use of a MAS-38 in the assassination of Benito Mussolini (i.e. the weapon used to put the ''king'' into his ''casket''). The &amp;quot;Casket King&amp;quot; has a 75-round magazine, a nearly-doubled reserve ammo count (775 rounds over the standard 400; in either case, oddly enough, this leaves the player character lugging around a one-third-loaded magazine for no readily apparent reason), and a buff to its damage.&lt;br /&gt;
[[File:Mas38 1.jpg|thumb|none|400px|MAS-38 - 7.65mm]]&lt;br /&gt;
&lt;br /&gt;
===MAS-48===&lt;br /&gt;
The &amp;quot;Top O' The Mornin&amp;quot; variant is an anachronistic [[MAS-48]] with a clover pattern finish over the grip, receiver, and stock (because Irishness is the theme of Operation Shamrock and Awe). It still features the MAS-38's bolt so it can reuse the original weapon's animations.&lt;br /&gt;
[[File:MAS-48 SMG.jpg|thumb|none|400px|MAS-48 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codwwii irishm38.jpg|thumb|none|600px|The &amp;quot;Top O' The Mornin&amp;quot; variant in the multiplayer weapon selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The iconic [[MP40#MP40|MP40]] returns as the main German submachine gun; it is, however, anachronistically fitted with a post-war bakelite receiver, along with a loose sling strap that's never used for anything. It fires at an incorrect 689 RPM, as opposed to the real weapon's 500-550 RPM. When equipped with the &amp;quot;Extended Mag&amp;quot; attachment, the weapon gains what seems to be a quad-stack casket magazine, which somehow manages to avoid jamming constantly in spite of the fact that it only has one set of feed lips. The thing that this extended magazine is likely based on, the experimental [[:File:Mp40i2.jpg|MP 40/I]], loads two separate magazines into a sliding assembly and requires manual magazine switching.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-Out&amp;quot; variant has the stock folded (unlike the base weapon, which has it unfolded), while the &amp;quot;Son of Mars&amp;quot; variant has the barrel shroud of an [[Haenel-Schmeisser MP28/II|MP28]] and a different folding stock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is the &amp;quot;Hardly Werkeing&amp;quot; (a play on the movie ''Hardly Working'' and the German word &amp;quot;Werke&amp;quot;, which means &amp;quot;factory&amp;quot; (e.g. Erma Werke, where the majority of MP40s were produced)), which boasts increased damage and 100% increase to both its reserve ammo count and its capacity.&lt;br /&gt;
[[File:MP40.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-MP40 0.jpg|thumb|none|600px|The MP40 in-game. Like in many WWII games and movies, the player holds the gun by the magazine, which would increase the risk of jamming it.]]&lt;br /&gt;
[[File:CoDWWII-MP40 2.jpg|thumb|none|600px|Aiming down a suspicious-looking alleyway.]]&lt;br /&gt;
[[File:CoDWWII-MP40 3.jpg|thumb|none|600px|Performing a quick mag change.]]&lt;br /&gt;
[[File:CoDWWII-MP40 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MP40 1.jpg|thumb|none|600px|A suppressed MP40. While there are some historic examples of MP40s that appear to be suppressed, a quick-detachable suppressor for the MP40 in WW2 seems a little far-fetched.]]&lt;br /&gt;
&lt;br /&gt;
===MP41===&lt;br /&gt;
The &amp;quot;Wunderwaffe&amp;quot; and &amp;quot;Do-Re-Mi&amp;quot; variants of the MP40 turn it into an [[MP41]], but with a longer barrel.&lt;br /&gt;
[[File:Mp41-1.jpg|thumb|400px|none|The MP41. It was produced and used in small quantities in 1941 to 1942.]]&lt;br /&gt;
[[File:CoDWWII-MP41 1.jpg|thumb|none|600px|Holding the &amp;quot;Do-Re-Mi&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-MP41 2.jpg|thumb|none|600px|Inspecting the gun; note the MP41's fire selector above the trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Nambu Type II==&lt;br /&gt;
The super-rare [[Nambu Type II]] was added in the Attack of the Undead event. It holds 30 rounds; with the Extended Mags modification, it gains a fictitious 45-round straight magazine, similar to the in-game [[Type 100 submachine gun|Type 100]].&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Tokyo Jam&amp;quot;, with a doubled magazine capacity and reserve ammo count, and a boost to its damage.&lt;br /&gt;
[[File:Typeiib.jpg|thumb|400px|none|Nambu Type II - 8x22mm Nambu]]&lt;br /&gt;
&lt;br /&gt;
== Patchett Machine Carbine==&lt;br /&gt;
A [[Sterling SMG]], primarily based on the toolroom prototype made during WWII but with features from the later production Sterlings, was added to the multiplayer in the Blitzkrieg event. It is referred as the Sterling, a name that wouldn't be used until the 1950s; at the time, it would've been called the Patchett Machine Carbine.&lt;br /&gt;
&lt;br /&gt;
Like the prototype, its heat shield is flat at the muzzle and not flush with the rest of the receiver. It has the prototype's stock design, and its rear sight is based on the prototype's open sight design just enlarged for gameplay purposes. It has a canted cocking slot and a cocking handle, features of some of the Sterling prototypes (including the toolroom prototype). It has a metal guard tab in front of its ejection port and grooves on its bolt, which are features of later prototypes and not the early toolroom prototype. Its base 30-round magazine model seems to be from the production Sterlings developed post-war (which should realistically hold 34 rounds); the original prototypes used Sten magazines. The 45-round Extended Magazine is the base magazine elongated.&lt;br /&gt;
&lt;br /&gt;
As with the Sten, it is improperly held by magazine in first-person, though it is properly held by the barrel in third person.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes &amp;quot;The British 6&amp;quot; (a reference to the British foreign intelligence service MI6), with double the capacity, double the reserve ammo, and more-but-probably-not-double the damage.&lt;br /&gt;
[[File:Patchett Prototype.jpg|thumb|none|450px|Patchett toolroom prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[File:Patchett Mk.1.jpg|thumb|none|450px|Patchett Mk.1 No.1, a prototype of the Sterling SMG - 9x19mm]]&lt;br /&gt;
[[Image:Sterling-Mk-4.jpg|thumb|none|450px|Sterling L2A3 (Mk.4) - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] returns from previous games, and starts with the stick magazine. The drum magazine is the 'extended mag' attachment, but it holds only 52 rounds instead of 71. It also seems to have the early version of the sights. One thing to note is that it uses a PPS-43 magwell, though the drum mag version uses the correct magwell. Its rate of fire is substantially lower in-game than in real life.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Thrive&amp;quot; and &amp;quot;The Snake&amp;quot; variants seem to have the front end from an [[SVT-40]], and the former also has a collapsible stock (different from the PPS-43 mentioned below) and a pistol grip.&lt;br /&gt;
&lt;br /&gt;
The PPSh becomes &amp;quot;Dedushka&amp;quot; (the Russian word for &amp;quot;grandfather&amp;quot;) when upgraded with the Pack-A-Punch machine in Zombies mode; in addition to the bog-standard damage and reserve ammo increases, it gains a 71-round capacity that would be appropriate were it not for the fact that the weapon is still modeled with a 35-round box magazine, instead of the &amp;quot;Extended Mag&amp;quot; 71-round drum.&lt;br /&gt;
&lt;br /&gt;
A special variant, permanently fitted with a drum magazine (which holds a just-shy-of-correct 70 rounds), is available exclusively on the Zombies map The Final Reich. When Pack-A-Punched, this becomes &amp;quot;Babushka&amp;quot; (Russian for &amp;quot;grandmother&amp;quot;), with more reserve ammo, higher damage, and a 115-round magazine capacity (in reference to Element 115, which bears a great deal of significance to the Zombies storyline).&lt;br /&gt;
[[File:Ppsh41.jpg|thumb|none|400px|PPSh-41 with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:CoDWWII-PPSh 1.jpg|thumb|none|600px|The PPSh-41 in-game.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 3.jpg|thumb|none|600px|Loading a new 35-round magazine.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-PPSh 5.jpg|thumb|none|600px|The PPSh-41 with an extended mag, lacking the PPS-43 magwell (unlike in the beta, where the drum mag used to clip through the magwell).]]&lt;br /&gt;
[[File:CoDWWII-PPSh 6.jpg|thumb|none|600px|Reloading the drum mag.]]&lt;br /&gt;
[[File:CoDWWII-PPSh.jpg|thumb|none|600px|The PPSh-41 equipped with a &amp;quot;lens sight&amp;quot;.]]&lt;br /&gt;
[[File:CODWWII PPSh (1).jpg|thumb|none|600px|Inspecting a PPSh/SVT hybrid.]]&lt;br /&gt;
[[File:CODWWII PPSh (2).jpg|thumb|none|600px|Iron sights of &amp;quot;The Snake&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
===PPS-43===&lt;br /&gt;
The &amp;quot;Iron Curtain&amp;quot; variant of the PPSh-41 has a pistol grip and folding stock in lieu of the traditional wooden stock, increasing its resemblance to the [[PPS-43]]. Meanwhile, the &amp;quot;Duck Soup&amp;quot; variant is essentially a shortened PPS-43, or a Tikkakoski M/44 when the drum magazine attachment is chosen.&lt;br /&gt;
[[File:PPSh-43-Submachine-Gun.jpg‎|thumb|none|400px|Soviet PPS-43 Submachine Gun - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:Codwwii ducksoup.jpg|thumb|none|600px|The &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
[[File:CODWWII Ducksoup.jpg|thumb|none|600px|Inspecting the &amp;quot;Duck Soup&amp;quot; PPS-43.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
&lt;br /&gt;
The [[Sten Mk II]] is one of the weapons added in the Winter Siege event. As with most ''Call of Duty'' titles, it is improperly held by the magazine in first-person, although in this particular game it is surprising, considering the fact that the MP28 and the Type 100 are held properly, and that the Sten itself was also held properly in Sledgehammer Games' previous title ''[[Call of Duty: Advanced Warfare]]''.&lt;br /&gt;
&lt;br /&gt;
As with some weapons of the game, the extended mag is a 32-round TM 08 snail drum magazine, in this case inserted backwards and giving the weapon 48 rounds. The 50-round [[Lanchester Mk. I]] magazine could have been used instead, since it is compatible with the Sten in reality.&lt;br /&gt;
&lt;br /&gt;
Despite its use by British commandos in the Project Nova flashback mission in [[Call of Duty: Black Ops|the first ''Black Ops'' game]], the Sten isn't really well-suited to the winter climate as the crude and temperamental nature of the gun renders it sensitive to the environment, resulting in issues like a frozen bolt or trigger. A more fitting choice of winter-themed submachine gun would be the [[Suomi KP/-31]], a robust Finnish SMG that saw use during the Winter War and inspired the later designs for Soviet SMGs.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punch variant is &amp;quot;La Resistance&amp;quot;, with the 3 standard SMG upgrades - more reserve ammo, higher damage, and a higher capacity (48 rounds in this case, though the magazine model remains the same (as is standard for the Pack-A-Punched weapons); if it is fitted with the &amp;quot;Extended Mag&amp;quot; attachment, this rises to a whopping 72).&lt;br /&gt;
[[File:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Sten.jpg|thumb|none|600px|The Sten in the Winter Siege trailer.]]&lt;br /&gt;
[[File:CoDWWII-Sten1.jpg|thumb|none|600px|Holding the Sten.]]&lt;br /&gt;
[[File:CoDWWII-Sten2.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:CoDWWII-Sten3.jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[File:CODWWII Sten (1).jpeg|thumb|none|600px|About the give the charging handle a yank.]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk I===&lt;br /&gt;
The &amp;quot;Rooted&amp;quot; variant of the Sten Mk II is modeled after the original Sten Mk I, but with a pistol grip and a fixed stock like the [[Sten Mk V|Mark V]].&lt;br /&gt;
[[File:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
[[File:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
===Sten Mk IVA===&lt;br /&gt;
The &amp;quot;Royal Skull&amp;quot; variant of the Sten Mk II resembles the experimental Sten Mk IVA, though it retains the flash hider of the Mk II, and has the wooden handguard and folding forward grip of the aforementioned Mk I.&lt;br /&gt;
[[File:Sten Mk 4A.jpg|thumb|none|400px|Sten Mk IVA - 9x19mm]]&lt;br /&gt;
[[File:CoDWWII-Stenro1.jpg|thumb|none|600px|Holding the &amp;quot;Royal Skull&amp;quot; Sten.]]&lt;br /&gt;
[[File:CoDWWII-Stenro2.jpg|thumb|none|600px|Inspecting the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Tokyo Arsenal Experimental Submachine Gun==&lt;br /&gt;
The [[Tokyo Arsenal Experimental Submachine Gun]] was added to the game under the name &amp;quot;Proto-X1&amp;quot; during the Covert Storm Community event. It feeds from a 24-round box magazine by default; this changes into the real gun's drum magazine which only holds 36 rounds instead of 50 when Extended Mag is equipped.&lt;br /&gt;
[[File:TokyoArsenal1927.jpg|thumb|none|450px|Tokyo Arsenal Experimental Submachine Gun - 8x22mm Nambu]]&lt;br /&gt;
&lt;br /&gt;
==Type 100==&lt;br /&gt;
The [[Type 100 submachine gun]] returns from ''[[Call of Duty: World at War|World at War]]'' as a base game multiplayer-only weapon. Unlike the Type 100 in ''World at War'', the weapon is held by the handguard; it is also a different variant - the version in this game is the earlier Type 100/40, as noted by the adjustable rear sight, bayonet lug, and slower rate of fire. A fictional straight magazine is used for the Extended Mag attachment.&lt;br /&gt;
&lt;br /&gt;
The variants (excluding the &amp;quot;Empire&amp;quot;) are modeled with the flash hider of the late Type 100/44, as well as a similarly simplified bayonet lug. In addition, the &amp;quot;Checked Out&amp;quot; and &amp;quot;Righteous&amp;quot; variants have longer barrels, the latter also having a fixed rear sight (but not the same as that of the Type 100/44). The &amp;quot;Empire&amp;quot; also has this fixed rear sight, as well as vertical foregrip similar to that of the [[Sten Mk V]]; the &amp;quot;Blue Sky&amp;quot; has the same foregrip. For some reason, all the variants also have some sort of safety or external hammer on the rear.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as the &amp;quot;Blood Type&amp;quot;, and holds 60 rounds in the standard magazine (or 90 in the extended one), with the standard additions of increased reserve ammunition capacity and damage.&lt;br /&gt;
[[File:Submachine gun Type 100.jpg|thumb|none|400px|Type 100 - 8x22mm Nambu]]&lt;br /&gt;
[[File:CoDWWII-type100 1.jpg|thumb|none|600px|The Type 100 in-game.]]&lt;br /&gt;
[[File:CoDWWII-type100 2.jpg|thumb|none|600px|Aiming the Type 100.]]&lt;br /&gt;
[[File:CoDWWII-type100 3.jpg|thumb|none|600px|Reloading. For some reason, the player character opts to replace the magazine with their right hand, even though their left hand is far closer to it; this may have been to make the animation more distinctive, and less similar to the [[Haenel-Schmeisser MP28/II|MP28]]'s. Also note the bayonet lug; despite this being present, the Type 100 can't equip a bayonet. The only weapons that can are those in the &amp;quot;Rifle&amp;quot; class.]]&lt;br /&gt;
[[File:CoDWWII-type100 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-type 5.jpg|thumb|none|600px|The &amp;quot;Blue Sky&amp;quot; variant; note the foregrip.]]&lt;br /&gt;
&lt;br /&gt;
==ZK-383==&lt;br /&gt;
The [[ZK-383]] submachine gun is added to the game post-release; it can be unlocked by prestiging the Cavalry Division. Unique to its class, it features a selector that changes the rate of fire (replacing the &amp;quot;rapid fire&amp;quot; attachment); while the real gun could achieve this, it could only do so via the removal of a weight from the bolt, whereas the game depicts this function as though it were manipulated by a switch (changing the fire rate will have the player character's right thumb flick what seems to be the safety switch on the left side of the gun).&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;One-Eyed Mace&amp;quot;, with - you guessed it - higher damage, a greater ammunition reserve, and a higher magazine capacity (of 70 rounds in this case).&lt;br /&gt;
[[File:Zk383-1.jpg|thumb|none|450px|ZK-383 - 9x19mm]]&lt;br /&gt;
[[File:Codwwii zk383.jpg|thumb|none|600px|The base ZK-383 in-game. Note the folded-up bipod underneath the barrel. Unlike the game's other side-loaded SMGs, it has an upward-canted magazine.]]&lt;br /&gt;
[[File:Zk (1).jpg|thumb|none|600px|Holding the ZK-383 in-game.]]&lt;br /&gt;
[[File:CoDWWII-zk2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-zk3.jpg|thumb|none|600px|Changing the magazine.]]&lt;br /&gt;
[[File:CoDWWII-zk4.jpg|thumb|none|600px|Moving the charging handle back in position.]]&lt;br /&gt;
[[File:CoDWWII-zk5.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Anachronistic incendiary shells were originally an exclusive Division ability of the Expeditionary division, but became an available attachment for shotguns for all Divisions following the April 2018 update. Incendiary shells are not loaded by default, and must be loaded into the shotguns by pressing a key. These incendiary shells are suspiciously red (the normal shells in the game are period-correct brass shells, except for the Winchester Model 21's, which are red), have different colored primers compared to the normal shells, and seem to have some white marking on them.&lt;br /&gt;
&lt;br /&gt;
==Blunderbuss==&lt;br /&gt;
The [[Blunderbuss]] from Sledgehammer's previous game, ''[[Call of Duty: Advanced Warfare]]'', returns as an available shotgun in multiplayer in the Attack of the Undead event (albeit with a slightly different model). &lt;br /&gt;
&lt;br /&gt;
The reload is largely correct; the player character half-cocks the hammer, pushes the frizzen forward, primes the pan, closes the frizzen, cocks the hammer, pours powder and buckshot down the muzzle, and packs it all in with the ramrod. However, it is performed at a comically feverish pace; its practical rate of fire is 12 shots per minute (or, with the reload-quickening Hustle perk, 17). While this makes it the slowest-firing weapon in the game, it still vastly outstrips any fire rate that a normal human being would ever be able to achieve. Furthermore, the player character forgoes any sort of measurement of powder and shot, instead simply throwing a dash of powder (far too little to actually propel its payload any particularly substantial distance) and a few (8, to be exact) small buckshot pellets down the muzzle, tapping it all down with a too-short and too-narrow ramrod.&lt;br /&gt;
&lt;br /&gt;
Bizarrely, the weapon has incendiary shells of all things as an available attachment; switching to them involves somehow forcibly shoving the hammer forward and shaking the buckshot out of the muzzle (begging the question of what exactly was holding it in in the first place), only to repeat the reload again, complete with shoving what are very clearly buckshot pellets down the muzzle. &lt;br /&gt;
&lt;br /&gt;
When upgraded in Zombies mode, the Blunderbuss becomes the &amp;quot;Funderbuss&amp;quot;, with a boost to its damage; furthermore, in addition to buckshot, it fires out 3 strange, glowing orbs which function like time-fuzed grenades. These mysterious orbs are conspicuously nowhere to be seen during the reload animation.&lt;br /&gt;
&lt;br /&gt;
Speaking of Zombies mode, the level &amp;quot;Shadowed Throne&amp;quot; features a Wonder Weapon called the &amp;quot;Wunderbuss&amp;quot;, which must be constructed using components found at different points in the level. It has 2 firemodes: a continuous beam of &amp;quot;Geistkraft&amp;quot; energy with limited ammunition (and no reload animation), and a conspicuously limitless supply of muzzle-loaded &amp;quot;Geistbolts&amp;quot;, which embed themselves into enemies, drain their energy, and add it to the primary firemode's reserve.&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|thumb|none|400px|Modern replica of English 1766 Blunderbuss Flintlock.]]&lt;br /&gt;
[[File:Codwwii blunderbuss.jpg|thumb|none|600px|The in-game Blunderbuss. It coincidentally resembles the above replica, as its muzzle is noticeably less flared than the Advanced Warfare model's and its stock is more in line.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The rare [[M30 Luftwaffe Drilling]], a combination shotgun / rifle only issued to Luftwaffe aircrews, is available. By default, only the shotgun barrels are used, but the &amp;quot;Rifle Bullet&amp;quot; attachment allows the third barrel to be used. The latter basically fires a powerful rifle round with a range and damage comparable to that of a sniper rifle. In real life, the Drilling was not designed to be used against personnel, instead being issued as a survival tool for hunting and defending against predatory animals: Germany retained their WW1-era stance that shotguns were unacceptable as a military weapon, and the rifle barrel was only supplied with soft-pointed bullets which under the rules of war could not legally be fired at an enemy soldier. The two barrels being choked for different types of shell (slugs on the left and birdshot on the right) are not simulated, and the damage of the weapon's shotgun barrels is in line with the other shotguns firing buckshot.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Einfall&amp;quot; and &amp;quot;Valkyrie&amp;quot; variants of the Drilling have the lower rifle barrel enlarged to the same size as the shotgun barrels, effectively turning the M30 into a triple-barreled shotgun, though this doesn't actually change the weapon's behavior, and the rifle bullet shown loaded is still the same rifle round. On the Valkyrie, the part enclosing the hammer also seems &amp;quot;fatter&amp;quot;, like something on an old coach gun.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation is known as &amp;quot;Trips&amp;quot;; it does more damage, has more ammunition in reserve, and rather bafflingly gains the ability to hold 3 shells, despite the player character rather clearly loading in two (and there rather obviously being no place to put the third shell).&lt;br /&gt;
[[File:M30LuftwaffenDrilling.jpg|thumb|none|450px|M30 Luftwaffe Drilling - 12 gauge &amp;amp; 9.3x74mmR]]&lt;br /&gt;
[[File:CoDWWII-Drilling.jpg|thumb|none|600px|The Drilling in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-Drilling1.jpg|thumb|none|600px|The Drilling in-game.]]&lt;br /&gt;
[[File:CoDWWII-Drilling2.jpg|thumb|none|600px|Aiming in the shotgun mode with lowered sights. As on the real weapon, the rear sights are raised when the gun is in rifle mode.]]&lt;br /&gt;
[[File:CoDWWII-Drilling3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CODWWII M30 (1).jpg|thumb|none|600px|Using the M30's sights in rifle mode.]]&lt;br /&gt;
[[File:CODWWII M30 (2).jpg|thumb|none|600px|Dumping the spent 12 gauge shells: note that the player character correctly covers up whichever part of the weapon is not being reloaded to retain the round / shells.]]&lt;br /&gt;
[[File:CODWWII M30 (3).jpg|thumb|none|600px|Dropping out the spent rifle round.]]&lt;br /&gt;
[[File:CODWWII M30 (4).jpg|thumb|none|600px|About to load a new one in, note the incorrect Spitzer bullet.]]&lt;br /&gt;
[[File:CODWWII M30 (5).jpg|thumb|none|600px|Pressing the fire selector switch in the inspection animation.]]&lt;br /&gt;
&lt;br /&gt;
===TP-82===&lt;br /&gt;
&amp;quot;The Triple&amp;quot; and &amp;quot;Door Kicker&amp;quot; variants of the M30 Luftwaffe Drilling turn it into a [[TP-82]], a Soviet survival weapon for cosmonauts who might face wild animals after landing in Siberia; like the Drilling, it has two shotgun barrels and a rifle barrel. Its appearance is, of course, massively anachronistic, as it was made well after human space flight was achieved.&lt;br /&gt;
&lt;br /&gt;
The barrels on the weapon are sized up to M30 calibers, the part of the barrel that breaks open is moved forward, and the mechanisms exposed during the reload are changed from the real one's complexities into a carbon copy of the M30's, increasing its resemblance to the M30 Drilling and allowing some animation reuse. The weapon's reload animation is changed to reflect the different position of the break-open lever. However, the fire mode switching animation with the Rifle Bullet attachment is just a tiny shake with a switch sound, in contrast to the default M30 Drilling's actual switching animation involving the selector (the TP-82's actual selector on the left side of the frame is never touched).&lt;br /&gt;
[[File:TP-82.jpg|thumb|none|350px|TP-82 - 5.45x39mm &amp;amp; 12.5x70mm (32 gauge)]]&lt;br /&gt;
[[File:CoDWWII-M30-The Triple.jpg|thumb|none|600px|Inspecting &amp;quot;The Triple&amp;quot; variant. Of note is that the Drilling's inspection animation involves the player character using the Drilling's selector to raise up the rear sights for a quick look before lowering them again. On these variants, the rear sight just magically flips up and down during the animation with no visible input action. This is doubly magical since the real TP-82 has fixed iron sights.]]&lt;br /&gt;
&lt;br /&gt;
==Walther Toggle-Action==&lt;br /&gt;
The rare [[Walther automatic shotgun|Walther toggle-action shotgun]] is available, simply referred to as &amp;quot;Toggle Action&amp;quot;. The weapon is fictionalized as feeding from a detachable box magazine (or drum when the extended mag attachment is equipped) inserted into a non-existent magazine well on the bottom of the receiver, rather than its internal tube magazine in its forearm, likely to fill the mandatory &amp;quot;Call of Duty Detachable Magazine Shotgun Quota&amp;quot;. The box magazine bears some resemblance to the (also non-detachable) one on the Walther A115, an experimental semi-automatic rifle developed by Walther in the 1930s; it holds 6 rounds, which seems a bit optimistic for its size.&lt;br /&gt;
&lt;br /&gt;
The reloading procedure has to be altered for this fictional magazine to &amp;quot;work&amp;quot;. The interesting part is the empty reload animation, which involves turning the crank lever on the right side of the gun (it opens the action on the real gun, though the in-game bolt stays shut), replacing the magazine, then pressing a button near the trigger guard (to &amp;quot;close the action&amp;quot;). While the real gun's action is closed by pressing a button on the bottom of the receiver, this button is located at where the fictional magazine well is. The button near the trigger guard that the player character presses is the safety button instead, or where it would be since it isn't actually modeled on the in-game weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winter's Wild&amp;quot; and &amp;quot;Dynamo&amp;quot; variants have lever loops for some reason; they also have shorter barrels, and the Dynamo has a sawed-off stock as well. As for the &amp;quot;Enigma&amp;quot; and &amp;quot;Flag Top&amp;quot; variants, they have an elongated handguard (almost to the size of the barrel), and the Flag Top also has a raised buttstock.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched variant is known as &amp;quot;Lucky&amp;quot;; Lucky does more damage, carries more reserve ammunition, and holds an impressive 12 shells in its magazine,&lt;br /&gt;
[[File:Walther shotgun.jpg|thumb|none|450px|Walther shotgun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-walshot 1.jpg|thumb|none|600px|The Walther shotgun in-game.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-walshot 3.jpg|thumb|none|600px|Reloading. Note the completely different forearm compared to the image above. Also note the weird plate above the &amp;quot;magazine well&amp;quot;, it is not present on the real weapon and is used as the magazine release for the fictional magazine. The real magazine release for the forearm-magazine just in front of it is modeled as a flat plate instead.]]&lt;br /&gt;
[[File:CoDWWII-walshot 2.jpg|thumb|none|600px|Inspecting the Walther with extended mag. Note that the hinge for the fictional magazine release is also present on this side.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897 Trench Gun==&lt;br /&gt;
The [[Winchester Model 1897]] is available with an incorrect tube capacity of 7 shells (10 with extended magazine, which gives it a ''slightly'' extended magazine tube) instead of 5. It was referred to as &amp;quot;Winchester 1897&amp;quot; and then &amp;quot;M97 Trench Gun&amp;quot; in earlier stages of the game, only to be renamed to simply &amp;quot;Combat Shotgun&amp;quot; in the final version, presumably because of the continuing Winchester trademark.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Barbarossa&amp;quot; and &amp;quot;Catchpole&amp;quot; variants have a cosmetic spare shell holder and a sawed-off stock; the former also has a longer barrel.&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine, the Winchester becomes the &amp;quot;Diplomatic Solution&amp;quot;, with a boost to its damage, an increase in reserve ammunition, and a more-than-slightly-implausible 16-round magazine; to make reloading this a bit less tedious, the Diplomatic Solution reloads 2 shells at a time.&lt;br /&gt;
[[File:1897.jpg|thumb|none|450px|Winchester Model 1897 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:Codwwii trenchgun.jpg|thumb|none|600px|A player character carrying a Model 1897 in the MP Reveal Trailer.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 1.jpg|thumb|none|600px|The Trench Gun in-game. Note the added rear sight; the shotgun uses a shorter heat shield (like the one on [http://www.imfdb.org/wiki/File:Winchester1897TrenchTakedown.jpg this image]) in order to accommodate it.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-WinTrench 3.jpg|thumb|none|600px|Loading a new round. Loading the incendiary rounds show a different animation, which involves ejecting four rounds from the magazine, chamberloading an incendiary round, then loading three more with the right hand instead of the left. Also note the not-perforated-enough heat shield.]]&lt;br /&gt;
[[File:CODWWII M1897 (1).jpg|thumb|none|600px|Daniels ejects a shell from his Winchester after making a German soldier stumble.]]&lt;br /&gt;
[[File:CODWWII M1897 (2).jpg|thumb|none|600px|Chamberloading the M1897 with an incendiary shell.]]&lt;br /&gt;
[[File:CODWWII M1897 (3).jpg|thumb|none|600px|Loading more of the incendiary rounds into the magazine with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===Winchester Model 1912 Trench Gun===&lt;br /&gt;
The &amp;quot;Battleaxe&amp;quot; and &amp;quot;Trench Runner&amp;quot; variants of the [[Winchester Model 1897]] turn it into a [[Winchester Model 1912]], also in its military &amp;quot;Trench Gun&amp;quot; configuration. As with other variants of weapons, the difference is completely cosmetic, with no change to the weapon's functionality.&lt;br /&gt;
[[File:WinchesterM12Trench.jpg|thumb|none|450px|Winchester Model 1912 Trench Gun - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-TrenchRunner.jpg|thumb|none|600px|The &amp;quot;Trench Runner&amp;quot; variant, with an outlandish paint job.]]&lt;br /&gt;
[[File:CoDWWII-TrenchGun-Battleaxe.jpg|thumb|none|600px|The &amp;quot;Battleaxe&amp;quot; variant, which looks more normal, even with the engravings. It also has a slightly longer barrel.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 21==&lt;br /&gt;
The [[Winchester Model 21]] double-barreled shotgun appears in the game, with the barrels sawed off. It was referred to as &amp;quot;Model 21&amp;quot; in early footage, but was later renamed to simply &amp;quot;Sawed-off Shotgun&amp;quot; in the final game, likely because of the continuing Winchester trademark.  In multiplayer, the &amp;quot;Domino&amp;quot; variant gives the shotgun full-sized barrels, while the &amp;quot;Cruiser&amp;quot; has a vertical foregrip and further shortened barrels, and the &amp;quot;Crusader&amp;quot; has a sawed-off buttstock. The &amp;quot;Acrobat&amp;quot; variant gets the &amp;quot;Cruiser&amp;quot;'s barrels and foregrip and the &amp;quot;Crusader&amp;quot;'s buttstock.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, it becomes the &amp;quot;Last Model&amp;quot;; its damage and reserve ammo count are both increased; unlike the [[M30 Luftwaffe Drilling]], it doesn't gain any impossible capacity bonuses.&lt;br /&gt;
[[File:Winchester-Model-21.jpg|thumb|none|450px|Winchester Model 21 - 12 gauge]]&lt;br /&gt;
[[File:CoDWWII-SawedOff-2.jpg|thumb|none|600px|The Winchester Model 21 in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff1.jpg|thumb|none|600px|Holding the sawed-off shotgun.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff2.jpg|thumb|none|600px|Aiming the shotgun; this is done without the aid of any sort of sight, and isn't terribly helpful anyways.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff3.jpg|thumb|none|600px|Reloading the Model 21. Note that, unlike the game's other shotguns, this one uses either paper or anachronistic plastic-cased shells.]]&lt;br /&gt;
[[File:CODWWII Model21 (1).jpg|thumb|none|600px|Ejecting the right shell.]]&lt;br /&gt;
[[File:CODWWII Model21 (2).jpg|thumb|none|600px|Reloading both barrels of the Model 21.]]&lt;br /&gt;
[[File:CoDWWII-SawedOff.jpg|thumb|none|600px|Inspecting the &amp;quot;Acrobat&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
Similarly to ''[[Call of Duty: World at War|World at War]]'', rifles are divided into two main groups: &amp;quot;Rifles&amp;quot;, which primarily consist of semi-automatic and fully-automatic rifles (as well as a burst-firing rifle and a few light machine guns lumped in with the automatic rifles), and &amp;quot;Sniper Rifles&amp;quot;, which primarily consist of bolt-action rifles (as well as a semi-automatic one and even an anti-tank rifle) fitted with telescopic sights by default for sniping. The &amp;quot;iron sights&amp;quot; attachment was made available for all rifles in the latter category following the Attack of the Undead event, which removes their default optics.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Rifles&amp;quot; category was originally associated with the Infantry division in multiplayer, grating them the use of the Bayonet. The April 2018 Divisions divisions rework made Bayonets an attachment instead.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sniper Rifles&amp;quot; were originally associated with the Mountain division in multiplayer, which allows their users to &amp;quot;Hold Breath&amp;quot;, the same steadying mechanic with all sniper rifles in previous games. The Divisions rework made it universal to sniper rifles, regardless of the division used.&lt;br /&gt;
&lt;br /&gt;
==Arisaka Type 38==&lt;br /&gt;
The [[Arisaka Type 38]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Blitzkrieg event. Unlike the base game bolt-action sniper rifles, the rifle has a side-mounted scope and thus doesn't perform &amp;quot;diagonal clip shoving&amp;quot; reloads. The &amp;quot;Extended Mag&amp;quot; attachment attempts to ruin this by giving the weapon a [[Lee-Enfield]]-type detachable magazine, which, of course, using a smaller cartridge than one that the magazine can hold ten of, holds 7 rounds.&lt;br /&gt;
&lt;br /&gt;
Its upgraded incarnation in Zombies mode gains the standard sniper rifle bonuses of increased damage, increased reserve ammo, tighter hipfire, and a higher magazine capacity (12 rounds, in this case), along with the substantially more interesting property of striking headshotted enemies with lightning, dealing damage in a radius. This upgrade also gives the weapon the rather impressive-sounding name of &amp;quot;Defaced Chrysanthemum&amp;quot;; this is a term commonly used in reference to various Imperial Japanese equipment (Arisaka rifles in particular) among collectors. It refers to the weapons' government property mark (a stamping of a chrysanthemum), which was typically &amp;quot;defaced&amp;quot; (i.e. scratched out) when they were no longer considered the government's property; while this did apply to any situation in which the Imperial Japanese military gave up ownership of a weapon (for instance, the surplussing of earlier [[Murata Rifle|Murata]] rifles), it is most commonly associated with weapons surrendered at the end of World War 2. Amusingly, in spite of the name, the in-game weapon's chrysanthemum seems to be intact - which would make more sense than the alternative, considering how, in-game, World War 2 hasn't ended yet.&lt;br /&gt;
[[File:Arisakat38.jpg|thumb|none|450px|Arisaka Type 38 rifle - 6.5x50mmSR Arisaka]]&lt;br /&gt;
[[File:codww2type38.jpg|thumb|none|600px|The Arisaka in first-person.]]&lt;br /&gt;
[[File:codww2type38scope.jpg|thumb|none|600px|A look through the Arisaka's scope; while neat-looking, the range markings and windage lines serve no real function in-game, as the sniper rifles all hit exactly where they're pointed, with no simulation of ballistics (which, to be fair, wouldn't have much of an effect on point-of-impact anyways, considering the engagement ranges in CoD maps rarely exceed 100 meters). They also don't make much sense; assuming the y-axis markings are ranges in hundreds of meters, then this rifle is apparently set up for ranges anywhere from 1,400 to -1,600 meters, the markings on the top of the line aren't graduated linearly (yet the ones on the bottom are), and considering that the first line up is marked for 0 meters, the center of the crosshair is apparently a low-shooting zero somewhere around -200 meters.]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 44 Carbine===&lt;br /&gt;
The &amp;quot;Black Hornet&amp;quot; variant turns the long Arisaka into an [[Arisaka Type 44 carbine]] with an unusable folded bayonet.&lt;br /&gt;
[[File:Type 44 Arisaka.jpg|thumb|400px|none|Arisaka Type 44 Carbine - 6.5x50mmSR Arisaka]]&lt;br /&gt;
&lt;br /&gt;
===Arisaka Type 2===&lt;br /&gt;
The &amp;quot;Ronin II&amp;quot; and &amp;quot;Hydra&amp;quot; variants are [[Arisaka Type 2]] Paratrooper rifles.&lt;br /&gt;
[[File:ArisakaType02ParaTakedown.jpg|thumb|450px|none|Arisaka Type 02 Paratrooper Takedown rifle - 7.7x58mm]]&lt;br /&gt;
&lt;br /&gt;
==Breda PG==&lt;br /&gt;
The [[Breda PG]] was added in the Blitzkrieg event, referred to as &amp;quot;ITRA Burst&amp;quot;. The in-game model seems to be primarily based on the Costa Rican contract version, but with a straight magazine that is closer to the original 6.5x52mm Carcano version, and a considerably lengthened front end. It fires in four-round bursts, a feature of the Costa Rican contract model, but at 952 RPM compared to the real PG's 600 RPM.&lt;br /&gt;
&lt;br /&gt;
It is functionally analogous to the M8 rifles featured in ''[[Call of Duty: Black Ops II]]'' and ''[[Call of Duty: Black Ops III|III]]'', even having the same 32-round magazine capacity (as opposed to the real PG's 20, though 30 and 50-rounders reportedly existed). Similarly to the [[XM16E1]] from ''Black Ops III'', the weapon has a contradictory description that says &amp;quot;4-round burst semi-automatic rifle&amp;quot;, which basically means it fires a four-round burst with every pull of the trigger.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched, the Breda becomes the &amp;quot;Hercules&amp;quot;, with higher damage, more reserve ammo, and a staggering 60-round magazine capacity.&lt;br /&gt;
[[File:Breda PG.jpg|thumb|none|450px|Breda PG (original model) - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:Bredapg.jpg|thumb|none|450px|Breda PG (Costa Rican contract) - 7x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii itraburst.jpg|thumb|none|600px|The base Breda PG. The front end is closer in style to the Costa Rican version, just greatly lengthened.]]&lt;br /&gt;
[[File:CoDWWII-Itburs1.jpg|thumb|none|600px|Holding the &amp;quot;ITRA Burst&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Itburs2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Itburs3.jpg|thumb|none|600px|Loading a fresh magazine.]]&lt;br /&gt;
[[File:CoDWWII-Itburs4.jpg|thumb|none|600px|Inspecting the right side. Unlike the real PG's magazines, the in-game magazine has no side openings. The extended magazine is a lengthened but still straight magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat-Ribeyrolles 1918==&lt;br /&gt;
The [[Chauchat-Ribeyrolles 1918 submachine gun|Chauchat-Ribeyrolles 1918]] was added to the game in the Days of Summer event, placed in the SMG category. The default half-moon [[Chauchat]] magazine (mirrored to show its contents to the player) incorrectly holds 25 rounds as opposed to the correct 20, while the &amp;quot;extended mag&amp;quot; attachment gives the weapon a fictional 37-round drum magazine and a wooden foreend for the player character to hold on. For some reason, it also has wire-frame anti-aircraft sights; the real model had no rear sights and only a small front sight.&lt;br /&gt;
[[File:Chauchat Ribeyrolles 1918.jpg|thumb|none|400px|Chauchat-Ribeyrolles 1918 - 8x50mmR]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The rare [[De Lisle Carbine]] was added to the &amp;quot;sniper rifles&amp;quot; category in the Liberty Strike event; to that end, it is (unlike the real weapon) fitted with a scope by default. Despite being chambered in .45 ACP, the carbine deals the same damage as the Lee-Enfield and Type 38 in-game, presumably for the usual &amp;quot;balance reasons&amp;quot;; this would also explain why, despite being the shortest, lightest, and handiest rifle in its class, it has poorer handling (i.e. aiming time, fire rate, etc.) than both of them.&lt;br /&gt;
&lt;br /&gt;
Its default in-game magazine size is 10 rounds, expanding to 15 rounds with the &amp;quot;Extended Mag&amp;quot; attachment, which are in contrast to the real gun, which fed from 7 and 11 round magazines. When cycling the bolt, the carbine appears to incorrectly eject a rifle casing as opposed to a pistol casing.&lt;br /&gt;
&lt;br /&gt;
When upgraded with the Pack-A-Punch machine in Zombies mode, the De Lisle becomes the &amp;quot;Subsonic Scream&amp;quot; (presumably a reference to the weapon's subsonic .45 ACP ammunition), with higher damage, better hipfire, double the magazine capacity (20 rounds standard, or 30 extended), and quadruple the ammunition reserve (320 rounds instead of the standard 80); it also has a far more interesting property, wherein the rounds the weapon fires will, upon hitting a surface, sit still and glow yellow, gradually transitioning to red and eventually disappearing. If an enemy comes close enough before the glowing ball disappears, they will instantly be headshotted by it.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|450px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:CoDWWII-DeLisle-1.jpg|thumb|none|600px|A soldier running with his carbine in the trailer of the United Front DLC.]]&lt;br /&gt;
&lt;br /&gt;
==Fedorov Avtomat==&lt;br /&gt;
The [[Fedorov Avtomat]] was added to the game by the Days of Summer event in the rifles category as the &amp;quot;Automaton.&amp;quot; This is a literal translation of the Russian term: &amp;quot;avtomat&amp;quot; works rather like &amp;quot;revolver&amp;quot; does in English, in that the device in question being a gun is implied by context rather than part of the word. It is fitted with the correct 25-round magazine by default, the &amp;quot;Extended Magazine&amp;quot; attachment is simply a longer version of this magazine that holds 37 rounds.&lt;br /&gt;
[[File:Fedorovavtomat.jpg|thumb|none|450px|Fedorov Avtomat M1923 - 6.5x50mmSR Arisaka]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42|Fallschirmjägergewehr 42]] is a usable automatic rifle in-game. It is the late war/second model, unlike the versions seen in previous installments. The &amp;quot;Stinkeroo&amp;quot; and &amp;quot;Revised&amp;quot; variants have circular slotted barrel shrouds, giving them a resemblance to the [[MG30]] machine gun. As for the &amp;quot;Kampfflugzeug&amp;quot; and &amp;quot;Stripe-Happy&amp;quot; variants, they have longer barrels and handguards, and different bayonet lugs. It is worth noting that all the variants lack the muzzle brake of the base weapon.&lt;br /&gt;
&lt;br /&gt;
Its Pack-A-Punched incarnation in Zombies mode is known as the &amp;quot;Device 450&amp;quot;, with higher damage, a 40-round magazine, and more than double the reserve ammunition (480 instead of 220).&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|450px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-FG42-2.jpg|thumb|none|600px|The FG 42 in the weapon selection menu. Note the lack of a bipod compared with the image above. The sling is wrapped around the gun.]]&lt;br /&gt;
[[File:CoDWWII-FG42-0.jpg|thumb|none|600px|Looking over several suspiciously solid sandbag barriers, FG 42 in hand.]]&lt;br /&gt;
[[File:CoDWWII-FG42-1.jpg|thumb|none|600px|Aiming the FG 42; note that the iron sights are apparently set for 700 meters, which means that the weapon would be shooting high. Not that this actually stops it from firing directly where it's pointed in-game.]]&lt;br /&gt;
[[File:CoDWWII-FG42.jpg|thumb|none|600px|Reloading the FG 42. Note the incorrect blade bayonet; while the FG 42 did have a bayonet, it was a spike bayonet mounted to the metal loop underneath the barrel.]]&lt;br /&gt;
[[File:CoDWWII-FG42epic.jpg|thumb|none|600px|The &amp;quot;Revised&amp;quot; variant with extended mag, which resembles a Bren's magazine.]]&lt;br /&gt;
[[File:FG 42 with ZFG 42.jpg|thumb|none|450px|FG 42 second model with bipod and ZFG42 scope - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:CoDWWII-FG42scope.jpg|thumb|none|600px|Holding the scoped FG 42.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
&lt;br /&gt;
The [[Gewehr 43]] is one of the weapons added in the Winter Siege event. While it used to have a correct 10-round magazine, the capacity was increased to an incorrect 12-rounder at the end of February 2018.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Chiller&amp;quot; variant is winter-themed, and has a cloth wrapped around the barrel and handguard. The &amp;quot;Kapitan&amp;quot; variant is sawed off to pistol size but has a pistol grip and a folding stock from an [[M1A1 Carbine]], as well as different iron sights and a deeper magwell (which appears to be based on the fixed magazine of a [[Gewehr 1888]]).&lt;br /&gt;
&lt;br /&gt;
When upgraded via the Pack-A-Punch machine in Zombies mode, the G43 becomes &amp;quot;Barbarossa's Strike&amp;quot; (in reference to Operation Barbarossa), with a boost to its damage, and both its capacity and reserve ammo doubled (to 24 and 216, respectively).&lt;br /&gt;
[[File:K43 nc.jpg|thumb|none|450px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43.jpg|thumb|none|600px|The Gewehr 43 in the Winter Siege trailer.]]&lt;br /&gt;
[[File:G43 (1).jpg|thumb|none|600px|Holding the G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-5.jpg|thumb|none|600px|An appropriate 10 shots later (plus an inappropriate extra 2, for good measure), the rifle's bolt locks open.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-3.jpg|thumb|none|600px|Rectifying this problem, by inserting a new magazine...]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-4.jpg|thumb|none|600px|...and releasing the bolt.]]&lt;br /&gt;
[[File:CoDWWII-Gewehr43-6.jpg|thumb|none|600px|Inspecting the rifle's fictional 18-round extended magazine (previously a 15-rounder), which is more or less just a longer, curved version of the standard one.]]&lt;br /&gt;
&lt;br /&gt;
===Gewehr 41===&lt;br /&gt;
The &amp;quot;Nobel II&amp;quot; variant of the Gewehr 43 turns it into a [[Gewehr 41]], albeit retaining the detachable magazine as expected. The model is also a hybrid: the front part of the rifle is modeled after that of the Mauser design, whereas the rest of the weapon matches the Walther version (including the lack of a bolt-action mechanism). Additionally, it has a cheek rest on the buttstock, as well as the same deeper magwell as the &amp;quot;Kapitan&amp;quot; variant.&lt;br /&gt;
[[File:G41w.jpg|thumb|none|450px|Gewehr 41 (Walther Design) - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Gewehr 41 mauser.jpg|thumb|none|450px|Gewehr 41 (Mauser Design) - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is available in the game. When the &amp;quot;Extended Mag&amp;quot; attachment is equipped, the weapon is fitted with the rare 20-rounder trench magazine from the earlier [[Gewehr 98]], which is incorrectly shown as detachable, and only holds 7 rounds in-game. As with the [[#Lee-Enfield No.4 Mk.I(T)|Lee-Enfield No. 4 Mk.I(T)]] and the [[#Springfield M1903|Springfield M1903]], the Kar98k is always reloaded with a full 5-round stripper clip (barring when it's fitted with the aforementioned extended magazine), with no regard for how much ammunition is missing from the rifle, how much ammunition the player character actually has, and the fact that the scope should logically prevent the insertion of a stripper clip; as with the latter rifle, the stripper clip is incorrectly shoved into the magazine in its entirety, clip and all.&lt;br /&gt;
&lt;br /&gt;
When Pack-A-Punched in Zombies mode, the Kar98K becomes the &amp;quot;War Model&amp;quot;, the English translation of the German term &amp;quot;Kriegsmodell&amp;quot;, used to refer to late-war simplified models of the Karabiner 98k; in spite of this name, the in-game gun's model is still the same early-war model, complete with bolt disassembly disc, spring-retained barrel bands, cleaning rod, and bayonet lug. In terms of gameplay, the weapon's damage is increased, its hipfire spread is tightened, and both its ammo reserve and capacity are doubled (to 120 and 10, respectively).&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-k98k 0.jpg|thumb|none|600px|The Kar98k in-game.]]&lt;br /&gt;
[[File:CoDWWII-k98k 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-k98k 3.jpg|thumb|none|600px|Reloading. The stripper clip reload animations are also used when a scope is used, even though the scope would realistically block the magazine from the clip; the solution devised by the developers is to have the clip be attached and loaded diagonally and hope that nobody notices. The &amp;quot;diagonal clip shoving&amp;quot; method of reloading is also found on the Lee-Enfield and Springfield rifles.]]&lt;br /&gt;
[[File:CoDWWII-k98k 1.jpg|thumb|none|600px|The K98k in-game, fitted with the aforementioned 7-round 20-round detachable fixed trench magazine. Also note the lack of a scope; prior to the Attack of the Undead event, this was the only rifle in the &amp;quot;sniper rifles&amp;quot; category that had the &amp;quot;iron sights&amp;quot; attachment in multiplayer.]]&lt;br /&gt;
[[File:CoDWWII-k98k scope.jpg|thumb|none|600px|Another Kar98k; this one is fitted with a scope, which has a pocket watch wrapped around it for some reason. Oddly, the series has returned to not having dual-rendered scopes, and on all scoped weapons the area outside the scope is blurred to hide that it is just as magnified as the area inside.]]&lt;br /&gt;
[[File:CODWWII Kar98K (1).jpg|thumb|none|600px|The pickup animation of the Karabiner 98k, where Daniels chambers a round.]]&lt;br /&gt;
[[File:CODWWII Kar98K (2).jpg|thumb|none|600px|Daniels and Sergeant Pierson use scoped K98ks to snipe Germans in the &amp;quot;Stronghold&amp;quot; mission. Note how Daniels uses his left hand to cover the action during a mid-magazine reload, even though the rifle is always loaded with a full stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Kbsp wz. 38M==&lt;br /&gt;
The [[Kbsp wz. 38M]] (Karabin samopowtarzalny wzór 38M) appears in the game as a sniper rifle, simply referred to as the &amp;quot;Karabin&amp;quot;. A surprising inclusion in-game, given that only around 150 of the rifles were ever built; ironically, it is the only weapon used by in-game Wehrmacht snipers (who would have more likely used scoped [[Karabiner 98k]] or [[Gewehr 43]] rifles instead). It incorrectly features a detachable magazine like the Gewehr 43; the real-life rifle has a non-detachable magazine fed by Mauser stripper clips, which wouldn't be possible on the in-game sniper variant as the scope is in the way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Patriot&amp;quot; variant has a shortened barrel and gas system, as well as a different receiver, trigger guard and front sight.&lt;br /&gt;
[[File:Kbsp wz. 38M.jpg|thumb|none|450px|Kbsp wz. 38M - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-Karabin.jpg|thumb|none|600px|The scoped Karabin in game.]]&lt;br /&gt;
[[File:CoDWWII-Karabin2.jpg|thumb|none|600px|Reloading. The extended magazine model is just a slightly elongated version of the normal magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin3.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:CoDWWII-Karabin-2.jpg|thumb|none|600px|A German soldier aims an unscoped Karabin in the Story Trailer.]]&lt;br /&gt;
[[File:CODWII Kbsp (1).jpg|thumb|none|600px|The vanilla wz. 38M in the campaign.]]&lt;br /&gt;
[[File:CODWII Kbsp (2).jpg|thumb|none|600px|Iron sights of the Karabin.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-44===&lt;br /&gt;
The &amp;quot;Midnight&amp;quot; variant of the [[Kbsp wz. 38M]] resembles the French [[MAS-49|MAS-44]] (which actually uses detachable magazines in reality). The &amp;quot;Husky&amp;quot; variant also has a MAS-44's receiver, albeit with the same front sight, shortened barrel and gas system as &amp;quot;The Patriot&amp;quot;. Ironically, both the &amp;quot;Midnight&amp;quot; and the &amp;quot;Husky&amp;quot; still retain the wz. 38M's rear sight in front of the scope, while also having their own rear sight behind it. Finally, the &amp;quot;Kutusov&amp;quot; variant has the barrel, forend, gas system, and front sight of a MAS-44, but with the receiver and trigger guard of &amp;quot;The Patriot&amp;quot;.&lt;br /&gt;
[[File:MAS-44.jpg|thumb|none|450px|MAS-44 - 7.5x54mm French]]&lt;br /&gt;
[[File:CoDWWII mas1.jpg|thumb|none|600px|Holding the &amp;quot;Midnight&amp;quot;. Judging by its appearance, it was probably never fired and dropped once.]]&lt;br /&gt;
[[File:CoDWWII mas2.jpg|thumb|none|600px|Inspecting the rifle. Note how it is still modeled with the wz. 38M's fixed magazine.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus1.jpg|thumb|none|600px|The &amp;quot;Husky&amp;quot; variant.]]&lt;br /&gt;
[[File:CoDWWII-Karabin hus2.jpg|thumb|none|600px|Inspecting the &amp;quot;Husky&amp;quot;, which shows off the odd shortened barrel and gas system; the latter is a bit pointless, since it's just a gas tube, with no gas block to actually let gas into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I(T)==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)#Short Magazine Lee-Enfield rifle|Lee-Enfield No.4 Mk.I(T)]] appears in the game. It was referred to as the &amp;quot;Commonwealth&amp;quot; in the beta, but this was later changed to &amp;quot;Lee Enfield&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Like other base game bolt-action rifles, its stripper clip is loaded diagonally (especially visible with the iron sights attachment) to &amp;quot;creatively&amp;quot; avoid the situation when a scope is attached and blocking the magazine. The reload also replenishes all 10 rounds with just one clip. Reloading the entire magazine in one easy animation could actually be done by swapping the detachable magazine, though it is definitely not the standard procedure.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Sweetie&amp;quot; variant is based on the Lee-Enfield No.4 Mk.I as it lacks the cheek rest on the buttstock, while the &amp;quot;Roundabout&amp;quot; and &amp;quot;The Royal&amp;quot; are sawed off to pistol size, though &amp;quot;The Royal&amp;quot; variant still has a No.4 Mk.I buttstock.&lt;br /&gt;
[[File:Smle4mk1t.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I(T) with scope - .303 British]]&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|450px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield.jpg|thumb|none|600px|Holding the Lee-Enfield.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield1.jpg|thumb|none|600px|Reloading the Lee-Enfield by &amp;quot;the typical way&amp;quot; through the scope.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield-2.jpg|thumb|none|600px|Inspecting the rifle with an extended mag. While real Lee-Enfield extended trench magazines did exist, the in-game model seems to be fictional.]]&lt;br /&gt;
[[File:Sawed Off Lee Enfield.jpg|thumb|none|400px|Sawn-Off Lee-Enfield No.1 Mk.III* - .303 British.]]&lt;br /&gt;
[[File:CoDWWII-LeeEnfield royal.jpg|thumb|none|600px|Inspecting &amp;quot;The Royal&amp;quot; variant. Note that the front sight is retained.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] returns from ''[[Call of Duty: World at War|World at War]]'', still erroneously labeled as the &amp;quot;M1A1&amp;quot;. Notably, it is able to equip a bayonet, yet it visibly lacks a bayonet lug. For some reason, it also has a hooded sight as well, which was never issued on any carbines.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies, it is renamed to &amp;quot;[[M2 Carbine]]&amp;quot; and correctly fires in full-auto, though it lacks that version's fire selector as the model does not change.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lil' Biscuit&amp;quot; variant gains the proper M1 Carbine's front sight, a perforated metal heat shield, and a shorter barrel, while the &amp;quot;Body Snatcher&amp;quot; variant has an elongated barrel and handguard, and a modified version of the in-game front sight.&lt;br /&gt;
[[File:M1CarbineWBayonet.jpg|thumb|none|450px|Us. M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:Codwwii m1carbine.jpg|thumb|none|600px|A M1 Carbine fitted with a bayonet held by the player. Note the lack of a bayonet lug; compare with the image above.]]&lt;br /&gt;
[[File:Codwwii m1carbine2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii m1carbine3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Codwwii m1carbine4.jpg|thumb|none|600px|Releasing the bolt handle. Note that the M1 carbine had incorrectly locked itself open upon firing the last shot when using a normal magazine; the real M1 carbine lacks an automatic bolt hold open, instead only having a manual one, and only 30 round M1 Carbine magazines have a special follower that locks the bolt open on the last shot (which is then immediately released upon removing the empty magazine, making it in essence an empty magazine indicator).]]&lt;br /&gt;
[[File:Codwwii m1carbine5.jpg|thumb|none|600px|The M1 Carbine with the extended magazine, which holds 22 rounds. It doesn't quite resemble the real 30-round &amp;quot;banana&amp;quot; magazine, and seems to be a elongated and curved version of the base magazine.]]&lt;br /&gt;
&lt;br /&gt;
===M1A1 Carbine===&lt;br /&gt;
The &amp;quot;Bug Juice&amp;quot; and &amp;quot;Bite The Dust&amp;quot; variants of the M1 Carbine have the same visual attributes as the &amp;quot;Lil' Biscuit&amp;quot; and &amp;quot;Body Snatcher&amp;quot; respectively, except that they receive proper M1A1 folding stocks.&lt;br /&gt;
[[File: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;
[[File:M1ExtdMag.jpg|thumb|none|450px|Post-war M1 Carbine with 30-round magazine and metal barrel shroud - .30 Carbine. Reference image for the barrel shroud.]]&lt;br /&gt;
[[File:Codwwii m1a1carbine.jpg|thumb|none|600px|Holding the &amp;quot;Bug Juice&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The iconic battle rifle of the American forces, the [[M1 Garand]], makes a return in this game. Like in ''[[Call of Duty: World at War|World at War]]'', the weapon can be reloaded mid-clip, though it makes the ping sound and ejects the clip anyway. When fitted with the &amp;quot;Extended Mag&amp;quot; attachment, it gains a detachable magazine, similar to that of the experimental T20 select-fire variant. Can be seen on the hands of wounded soldiers in campaign but after their death it will change itself into a vanilla Garand.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Front Line&amp;quot; variant has the front sight of an [[M1 Carbine]] and a thumbhole stock, while the &amp;quot;Independent&amp;quot; variant has a different front sight, a shortened handguard and gas block, as well as the folding stock and pistol grip from a [[Beretta BM59|Beretta BM59 Truppe Alpine]], which would be entirely anachronistic.&lt;br /&gt;
&lt;br /&gt;
[[File:M1 Garand.jpg|thumb|none|450px|M1 Garand with leather M1917 sling - .30-06]]&lt;br /&gt;
[[File:CoDWWII-Garand 1.jpg|thumb|none|600px|The Garand in-game.]]&lt;br /&gt;
[[File:CoDWWII-Garand 2.jpg|thumb|none|600px|Aiming the M1.]]&lt;br /&gt;
[[File:CoDWWII-Garand 3.jpg|thumb|none|600px|Loading in a new en-bloc clip. Hope he doesn't get Garand thumb.]]&lt;br /&gt;
[[File:CoDWWII-M1Garand.jpg|thumb|none|600px|Pushing the bolt into battery. While a Garand's action will not necessarily ''always'' close on its own (it may close only partway, requiring a push on the charging handle to put it into battery) it is somewhat unusual for it to ''never'' close by itself, and the bolt should not remain in the fully rearward position when the clip is inserted. This always-sticking-on-nothing reload was also seen in ''[[Call of Duty 3]]'', ''Call of Duty: World at War: Final Fronts'', and ''[[Call of Duty: Advanced Warfare]]''.]]&lt;br /&gt;
[[File:Garand T20.jpg|thumb|none|450px|Springfield T20E2: select-fire Garand with 20-round detachable magazine, a forerunner to the [[M14 Rifle]] - .30-06. The in-game &amp;quot;extended mag&amp;quot; isn't exactly modeled after this magazine, though.]]&lt;br /&gt;
[[File:CODWWII T20E2 (1).jpg|thumb|none|600px|Inspecting the magazine-fed Garand, which is also comically equipped with a Sherman tank gunsight.]]&lt;br /&gt;
[[File:CODWWII T20E2 (2).jpg|thumb|none|600px|Reloading the BAR-like magazine.]]&lt;br /&gt;
&lt;br /&gt;
===T26 Tanker Garand===&lt;br /&gt;
The &amp;quot;Valor&amp;quot; variant of the M1 Garand turns it into a [[M1 Garand#M1 Garand|T26 Tanker Garand]] carbine, albeit with a different front sight. The &amp;quot;Rookie&amp;quot; variant also gets the same aspects, but with the same [[Beretta BM59|BM59]] pistol grip as the &amp;quot;Independent&amp;quot; and no stock (in reality, the M1E5 short-barreled prototype had a folding stock and a pistol grip, but the latter differs from that of the &amp;quot;Rookie&amp;quot;).&lt;br /&gt;
[[File:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==M2 Carbine==&lt;br /&gt;
The actual [[M2 Carbine]], accurately modeled with a fire selector (as opposed to the one in Zombies which is a rename with no remodeling) was added to multiplayer in the Blitzkrieg event. It is a reskin of the &amp;quot;Bug Juice&amp;quot; variant, and thus has that variant's metal heat shield and folding stock. Its variants are identical, aside from having fixed wooden stocks instead of folding ones.&lt;br /&gt;
&lt;br /&gt;
Its in-game rate of fire is substantially slower than its real-life counterpart; so slow, in fact, that the semi-automatic M1 Carbine can be fired faster with a quick trigger finger. Additionally, the M2 Carbine doesn't share its animations with the M1 Carbine, presumably to make the two feel more distinct.&lt;br /&gt;
&lt;br /&gt;
The base weapon uses 15-round magazines, and the extended mag attachment brings the magazine capacity up to 22, the same not-quite-real extended magazine as the in-game M1.&lt;br /&gt;
[[File:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson rifle==&lt;br /&gt;
The &amp;quot;Battle Watch&amp;quot; and &amp;quot;Savior&amp;quot; variants of the M1941 Johnson machine gun turn its visual appearance into that of the [[M1941 Johnson rifle|M1941 semi-automatic rifle]], though it retains the full-auto fire, open-bolt operation and side-mounted detachable magazine of the [[M1941 Johnson machine gun|M1941 machine gun]].&lt;br /&gt;
[[File:M1941Johnson.jpg|thumb|none|450px|M1941 Johnson rifle - .30-06]]&lt;br /&gt;
[[File:CoDWWII savior1.jpg|thumb|none|600px|Holding the &amp;quot;Savior&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII savior2.jpg|thumb|none|600px|Inspecting the rifle.]]&lt;br /&gt;
[[File:CODWWII Johnson (1).jpg|thumb|none|600px|Aiming down the M1941 rifle-style sights.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1891 / M91/30 Sniper Rifle hybrid==&lt;br /&gt;
The [[Mosin Nagant]] was added to the sniper rifles class in the Days of Summer event. It is referred to as the &amp;quot;3-Line Rifle&amp;quot; (the full designation was the &amp;quot;3-Line Rifle M1891&amp;quot;), and is essentially the Imperial Russian M1891 rifle with the PU scope and turned down bolt handle (which is still present even when iron sights are equipped) of the M91/30 Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
Reloads are much more realistic than most other sniper rifles in the game; there's no diagonal clip insertion and the issue of &amp;quot;always reloading with a 5-round stripper clip&amp;quot; problem is resolved through an interesting dynamic reload style that is fast enough to keep up with the CoD game pace. When the weapon is scoped, reloading has the character load three loose rounds in one quick motion, repeating the animation until full. The character only uses a stripper clip when the &amp;quot;iron sights&amp;quot; attachment is equipped: the full 5-round clip is stripped into the weapon is empty, while during partial reloads the character strips only the amount of rounds into the magazine required to load it up, before removing the clip with any unused rounds. When the &amp;quot;extended mag&amp;quot; (giving a 7-round capacity) is paired with the iron sights, the player character reloads an empty magazine by inserting a 5-round clip and loads the last two loose rounds by hand.&lt;br /&gt;
&lt;br /&gt;
There are still some oversights in the reload animations, however: the player character fails to cover the action during a mid-magazine reload, yet ironically and unnecessarily does cover it during an empty reload. This happens regardless of usage of Extended Mag or Iron Sights, regardless if a stripper clip is involved or not. Even more bizarrely, some variants' reload animations never cover the action period.&lt;br /&gt;
&lt;br /&gt;
[[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 - 7.62x54mm R]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|450px|Mosin Nagant M91/30 sniper rifle with Russian PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
The [[PTRS-41]] anti-tank rifle returns from ''[[Call of Duty: World at War|World at War]]'' as an available sniper rifle in the Attack of the Undead event. Like in that game, it is a ridiculous choice for one considering the immense weight, caliber and recoil. Nevertheless, the in-game gun is quite nerfed in terms of those aspects; while it can kill in one shot from any distance, the high-caliber round doesn't blow limbs off or even penetrate cover. The recoil is also heavily toned down, perhaps even more so than in ''World at War''. It feeds from a 5-round en-bloc clip, which rises to 7 with Extended Mags; curiously, this doesn't change the weapon's model in any way, unlike every other weapon in the game.&lt;br /&gt;
[[Image:PTRS 41.jpg|thumb|none|450px|PTRS-41 Anti-Tank Rifle - 14.5x114mm]]&lt;br /&gt;
[[File:Codwwii ptrs41.jpg|thumb|none|600px|The PTRS-41 in-game. It lacks the bipod and has a shortened barrel, which would help to reduce the weapon's immense weight, but would also increase the shoulder-breaking recoil even more.]]&lt;br /&gt;
&lt;br /&gt;
==SDK silenced rifle==&lt;br /&gt;
The [[SDK silenced rifle|Schälldampfer Karabiner]] (or SDK for short), an ''allegedly'' WWII-era German prototype integrally suppressed bullpup bolt-action carbine chambered in 9x19mm Parabellum (using [[Luger P08]] magazines) was added to the &amp;quot;sniper rifles&amp;quot; class in the Halloween Scream event; it is referred to as the &amp;quot;SDK 9mm&amp;quot;. Note the word &amp;quot;allegedly&amp;quot;; the SDK is almost certainly a postwar hoax created by serial fraudster James P. Atwood, making its appearance anachronistic.&lt;br /&gt;
&lt;br /&gt;
Much like the earlier-added [[De Lisle Carbine]], it does damage far in excess of what its caliber would suggest; unlike that rifle, however, it holds too few rounds instead of too many (holding a mere 6 rounds in its 8-round magazine), and fires faster than it ought to, instead of slower (being the fastest-firing rifle among the bolt-action ones in the game, despite the rather awkward placement of its bolt).&lt;br /&gt;
&lt;br /&gt;
[[File:SDK.jpg|thumb|none|450px|Schälldampfer Karabiner w/ scope, magazine, loose rounds, &amp;amp; Iron Cross pin - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Codww2-sdk1.jpg|thumb|none|600px|The SDK in-game.]]&lt;br /&gt;
[[File:Codww2-sdkinspect1.jpg|thumb|none|600px|Inspecting the left side of the SDK...]]&lt;br /&gt;
[[File:Codww2-sdkinspect2.jpg|thumb|none|600px|...and the right.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov AVS-36==&lt;br /&gt;
The [[AVS-36]] was added to the &amp;quot;rifles&amp;quot; category in the Liberty Strike event. Its fire rate is significantly toned down from the real gun's 800 RPM; conversely, its magazine capacity is exaggerated to 24 rounds (36 with the &amp;quot;Extended Mag&amp;quot;) instead of 15.&lt;br /&gt;
[[File:Simonov AVS 36.JPG|thumb|none|450px|Simonov AVS-36 - 7.62x54mmR]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1903==&lt;br /&gt;
The [[Springfield M1903]] returns from ''[[Call of Duty: World at War|World at War]]'' as an available sniper rifle. Like the Kar98k and Lee-Enfield, the rifle loads its stripper clips diagonally; these stripper clips are also seemingly inserted fully, clip and all. As with all of the bolt-action rifles, a full stripper clip is used to reload the weapon, regardless of how many rounds remain in the magazine, or how many rounds are available to use.&lt;br /&gt;
&lt;br /&gt;
When Pack-a-Punched in Zombies it gains the name of &amp;quot;Massachusetts&amp;quot; a reference to the US state where the rifle was manufactured. It gains a 25-round magazine (which would actually be appropriate for its Extended Mag model, a 25-round [[:Image:1903airservice.jpg|Air Service magazine]], incorrectly depicted as detachable), despite using the standard 5-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Springfield M1903 Mk 1 - .30-06]]&lt;br /&gt;
[[File:Codwwii springfield.jpg|thumb|none|600px|A Springfield M1903 with a 7.8x Unertl scope. Shown in the MP Reveal Trailer. The use of the scope is incorrect for the US Army-focused singleplayer campaign as the Army did not use the Unertl scope on their Springfields (it was used by the US Marine Corps), instead using the Weaver 330 2.75x scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 1.jpg|thumb|none|600px|The Springfield in-game, with its default sniper scope.]]&lt;br /&gt;
[[File:CoDWWII-spring 2.jpg|thumb|none|600px|Reloading a 5-round stripper clip through the scope.]]&lt;br /&gt;
&lt;br /&gt;
===Sporterized M1903 Springfield===&lt;br /&gt;
The &amp;quot;Warbird&amp;quot;, &amp;quot;Faithful&amp;quot; and &amp;quot;Gum Shoe&amp;quot; variants resemble a sporterized version of the Springfield; the third is missing a stock for no practical reason.&lt;br /&gt;
[[File:Springfield03sporterBeta.jpg|thumb|450px|none|Sporterized M1903 Springfield]]&lt;br /&gt;
[[File:CoDWWII-springepic.jpg|thumb|none|600px|Inspecting the variant.]]&lt;br /&gt;
&lt;br /&gt;
===Springfield M1903A4===&lt;br /&gt;
The &amp;quot;Ranger&amp;quot; variant resembles the M1903A4 variant, rather than the standard M1903A1 (albeit incorrectly fitted with the front iron sight of an A3 variant, in spite of the presence of a Model 330 Weaver scope, and the absence of a rear sight). Bizarrely, the stock appears to be 2-piece, with a large metal sideplate between the forend and the buttstock.&lt;br /&gt;
[[File:M1903A4Weaver.jpeg|thumb|none|450px|M1903A4 Springfield with Model 330 Weaver scope - .30-06 Springfield]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
The [[Sturmgewehr 44]] returns from previous titles as the only true assault rifle in the game (at least, upon its launch). In grand ''[[Call of Duty 4: Modern Warfare]]'' tradition, it uses the same reload animation as previous games' [[AK]] rifles, excluding the pulling of the charging handle. The Extended Mags attachment gives it a fictional, completely straight 45-round magazine. The &amp;quot;Haywire&amp;quot; variant also has an [[MP40]]-type folding stock; this is mechanically impossible, as the StG's stock contains its recoil spring.&lt;br /&gt;
[[File:Sturmgewehr 44.jpg|thumb|none|450px|Sturmgewehr 44 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44.jpg|thumb|none|600px|Holding the StG.]]&lt;br /&gt;
[[File:Codwwii stg44 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii stg44 3.jpg|thumb|none|600px|Performing a AK-style reload, as in ''Modern Warfare'' and ''Advanced Warfare''.]]&lt;br /&gt;
[[File:Codwwii stg44 4.jpg|thumb|none|600px|Pulling the bolt handle (not quite far enough) back to chamber a round.]]&lt;br /&gt;
[[File:CoDWWII-StG44.jpg|thumb|none|600px|Examining the StG's other side.]]&lt;br /&gt;
&lt;br /&gt;
===MKb 42(W)===&lt;br /&gt;
The &amp;quot;Serum&amp;quot; variant appears to be a fictitious shortened variant of the MKb 42(W), a Walther-made prototype that was rejected. The model's rather unique-looking trio of reinforcing ribs&amp;lt;!--I think that's what they are--&amp;gt; above the grip can be seen on the in-game weapon, confirming the source of the in-game model. It has a cut-down barrel and gas system, a compressed lower receiver (note the length between the trigger guard and the magazine well), and the same [[MP40]]-type folding stock as on the &amp;quot;Haywire&amp;quot;. Its iron sights are mounted at the same positions as the Stg 44 instead of the real weapon's more forward position.&lt;br /&gt;
[[File:Mkb 42(W).jpg|thumb|none|450px|Walther MKb 42(W) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:Codwwii stg44k.jpg|thumb|none|600px|– &amp;quot;''Show us your war face!''&amp;quot;&amp;lt;br&amp;gt;– &amp;quot;''Arrrrgh!!''&amp;quot;&amp;lt;br&amp;gt;A look of the &amp;quot;Serum&amp;quot; variant in the multiplayer trailer, equipped with a bayonet.]]&lt;br /&gt;
[[File:CODWWII Serum.jpg|thumb|none|600px|Inspecting the &amp;quot;Serum&amp;quot; variant. Note the cropped dust cover and exposed bolt carrier.]]&lt;br /&gt;
&lt;br /&gt;
===Sturmgewehr 45(M)===&lt;br /&gt;
The &amp;quot;Red Baron&amp;quot; and &amp;quot;Shingles&amp;quot; variants of the Sturmgewehr 44 turn it into a [[Sturmgewehr 45(M)]], but with a longer barrel, as well as the rear sight being mounted at the same level as the magazine like the StG 44.&lt;br /&gt;
[[File:Gerat 06H.jpg|thumb|none|450px|MKb Gerät 06H with 30-round magazine - 7.92x33mm Kurz. This is a modern reproduction as identified by the 06 style stock, and the fact that it uses the higher profile sights of the StG 45(M).]]&lt;br /&gt;
[[File:Codwwii stg45 1.jpg|thumb|none|600px|A soldier holding his newly acquired &amp;quot;Shingles&amp;quot;.]]&lt;br /&gt;
[[File:Codwwii stg45 2.jpg|thumb|none|600px|Inspecting the StG 45(M). The engraving on the stock and receiver provides an interesting contrast with the in-the-white finish and rusty, worn appearance, which in turn contrast with the fact that this is a prototype rifle that never saw any combat service. All the epic variants are dirty or otherwise worn, the heroic variants are identical except for being clean.]]&lt;br /&gt;
&lt;br /&gt;
==Sudayev AS-44==&lt;br /&gt;
The [[AS-44|Sudayev AS-44]] assault rifle was added in the Shadow War update; it can be unlocked by prestiging the Commando Division. Being in the &amp;quot;Rifles&amp;quot; category, the in-game weapon lacks a bipod. By default, it feeds from a standard 30-round box magazine; the Extended Mags attachment replaces this with a fictional 45-round drum. Unlike the real AS-44, the in-game weapon fires from a closed bolt.&lt;br /&gt;
[[File:SudayevAS44.jpg|thumb|none|450px|Sudayev AS-44 with bipod - 7.62x41mm M43]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
Yet another weapon returning from previous games, the [[SVT-40]] is usable. In the campaign, it is widely used by German soldiers, probably since the game lacked the much more appropriate [[Gewehr 43]] prior to the Winter Siege event (incidentally, this has some historical significance, since Wehrmacht soldiers used captured SVTs in the early stages of the war, due to the lack of native semi-automatic rifles). In multiplayer, the SVT is unlocked automatically after prestiging the Infantry division.&lt;br /&gt;
&lt;br /&gt;
The extended magazine model is an elongated, almost AS-44 esque magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Siberian&amp;quot; variant is almost identical to the base SVT-40, the only visual differences that it has (aside from the paint job) are the presence of a stock pouch and the bolt handle being rotated 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|450px|Tokarev SVT-40 - 7.62x54mmR]]&lt;br /&gt;
[[File:Codwwii svt 1.jpg|thumb|none|600px|The SVT in-game.]]&lt;br /&gt;
[[File:Codwwii svt 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:Codwwii svt 3.jpg|thumb|none|600px|Reloading from empty, with the player character using the new magazine to push the empty one out. Originally, a bug caused the new one to fly out of the player character's hand with the empty magazine, with the player character's hand immediately grabbing a third magazine offscreen. This was later fixed.]]&lt;br /&gt;
[[File:Codwwii svt 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===AG-42 Ljungman===&lt;br /&gt;
Interestingly, the &amp;quot;Shack Man&amp;quot; variant of the SVT-40 gives it a receiver rather like that of an [[AG-42 Ljungman]] rifle, as well as different iron sights and muzzle brake, and a shorter barrel. &lt;br /&gt;
[[File:AG-42.jpg|thumb|none|450px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
&lt;br /&gt;
===Rasheed carbine===&lt;br /&gt;
The &amp;quot;O.A.O&amp;quot; and &amp;quot;S.O.L.&amp;quot; variants resemble the [[Rasheed carbine]], an Egyptian copy of the AG-42. The former has the iron sights, muzzle brake and short barrel from the &amp;quot;Shack Man&amp;quot; variant, but has a folding stock and a small pistol grip, while the latter lacks a heat shield but has a cloth wrapped around the handguard to compensate for this, as well as a longer barrel, different iron sights (the front one being similar to that of the &amp;quot;Shack Man&amp;quot; and &amp;quot;O.A.O&amp;quot; variants), a custom muzzle brake and a magazine pouch on the buttstock.&lt;br /&gt;
[[File:Rashid 1.jpg|thumb|none|450px|Rasheed carbine - 7.62x39mm]]&lt;br /&gt;
[[File:Codwwii svtepic1.jpg|thumb|none|600px|Holding the &amp;quot;O. A. O.&amp;quot; variant.]]&lt;br /&gt;
[[File:Codwwii svtepic2.jpg|thumb|none|600px|Inspecting the carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Type 5 rifle==&lt;br /&gt;
&lt;br /&gt;
The [[Type 5 Rifle]] was added to the &amp;quot;rifles&amp;quot; category in the Blitzkrieg event. Essentially a Japanese copy of the [[M1 Garand]], it is an extremely rare rifle in real life, with only 100 of around 250 completed before the end of the war, and none entered service.&lt;br /&gt;
&lt;br /&gt;
The Type 5 is erroneously loaded like its American counterpart with a 10-round en-bloc clip instead of two 5-round [[Arisaka Rifle|Arisaka]] stripper clips, which is the same error previously committed by DICE in ''[[Battlefield 1943]]'' and ''[[Battlefield: Bad Company 2]]''; the Type 5 in these two games was a mock-up model based on their M1 Garand model (having a host of M1 Garand features that the real Type 5 lacks), reusing their M1 Garand animations entirely. The Type 5 in ''WWII'' is at the very least modeled correctly on the exterior, with only an apeture rear sight added on top of the original weapon's tangent rear sight for presumably gameplay reasons.&lt;br /&gt;
&lt;br /&gt;
Despite its correct lack of a clip latch, mid-magazine reloads are still possible on ''WWII'''s Type 5, with the entire clip instantly flying out the moment the player character pulls back the bolt. Unlike the Type 5 mockups in ''Battlefield'' games, and unlike ''WWII''’s own M1 Garand, the bolt automatically snaps forward after loading a clip instead of having to be manually pushed. The &amp;quot;Extended Mag&amp;quot; attachment replaces the en-bloc clip with a 15-round detachable magazine, seemingly taken from, of all things, a [[Lee-Enfield]] rifle, and requires the bolt handle to be manually released. To top it all off, a ping sound is ironically heard when the detachable extended magazine is emptied, yet this doesn't occur with the base en-bloc clip.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Clockwork&amp;quot; variant has the magazine cover of a Japanese-manufactured experimental copy of the Pedersen rifle.&lt;br /&gt;
[[File:JapanType5.jpg|thumb|none|450px|Type 5 rifle - 7.7x58mm]]&lt;br /&gt;
[[File:CoDWWII-Type5-Clockwork.jpg|thumb|none|600px|The &amp;quot;Clockwork&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Volkssturmgewehr 1-5==&lt;br /&gt;
The [[Volkssturmgewehr 1-5]] was added in The Resistance event. It is depicted as fully-automatic, but while some experimental versions were selective fire in reality, they were not adopted or produced in quantities. When the &amp;quot;extended mag&amp;quot; attachment is equipped, the weapon gains a fictional 45-round drum magazine.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Goat II&amp;quot; variant significantly increases the length of the barrel, and has a differently shaped charging handle, which changes the empty reload animation so it is pulled instead of the upper assembly. It also lacks a trigger guard for unclear reasons. The &amp;quot;Defiance&amp;quot; variant has a shortened barrel and a perforated heat shield; this shows that Sledgehammer apparently doesn't know how the Volksturmgewehr actually works, as the large shroud around the barrel is actually meant to contain propellant gases (to allow for the weapon's gas-delayed blowback mechanism to work), so punching a bunch of holes in it would just vent this gas out of the weapon, burning the user's hand and causing the bolt to immediately and violently fly backwards uninhibited, which would cause the ejected case to either rupture or get its head ripped off; either way, the weapon would then jam.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|450px|Volkssturmgewehr 1-5 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:codww2beretta38menu.jpg|thumb|none|600px|The VSG 1-5 in the multiplayer menu. The variant here (Resistor) is the easiest to unlock, and is decorated with markings associated with the Polish resistance, despite this weapon not being used by them in any capacity; rather, it was used near-exclusively by the Volkssturm (hence the name), a German militia force intended to defend Germany from Allied invasion. While there aren't many good choices for resistance-themed self-loading rifles, a possibility could be an [[Lebel 1886#R.S.C. Mle 1917|RSC Mle 1917]], which was used by the French army prior to the war; while not necessarily confirmed, at least some were likely used by the underground resistance in France.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (1).jpg|thumb|none|600px|The VG 1-5 in the Aachen multiplayer map.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (2).jpg|thumb|none|600px|Aiming the Volkssturmewehr.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (3).jpg|thumb|none|600px|Giving the rifle a fresh magazine; these are the same as those used by the [[Sturmgewehr 44|StG-44]].]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (4).jpg|thumb|none|600px|Rechambering the rifle by pulling back its upper assembly. It isn't particularly clear why this is done, since it's not like the weapon doesn't have a charging handle; in fact, the player character's hand is resting on it. &amp;quot;The Goat II&amp;quot; variant has a cutout in the upper assembly that allows the charging handle to move independently, which results in a different animation wherein it is pulled by itself, and further reaffirms that Sledgehammer doesn't understand how this rifle works.]]&lt;br /&gt;
[[File:CODWWII VG 1-5 (5).jpg|thumb|none|600px|Inspecting the right side of the VG 1-5.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1894==&lt;br /&gt;
A [[Winchester Model 1894]] is seen in the hands of a young Ronald &amp;quot;Red&amp;quot; Daniels in the intro cutscene of the campaign mission &amp;quot;Stronghold&amp;quot;. The rifle was later added as an available sniper rifle in multiplayer following the Attack of the Undead event. Like the [[Browning BLR]] from ''[[Call of Duty: Advanced Warfare|Advanced Warfare]]'', it is simply referred to as &amp;quot;Lever Action&amp;quot;, presumably due to the continuing Winchester trademark. Unlike the other sniper rifles, the Winchester is reloaded with individual rounds, and the player character always cocks the weapon after reloading, even if the magazine wasn't empty (something that's been a bad tradition for round-by-round loading weapons in the ''Call of Duty'' series).&lt;br /&gt;
&lt;br /&gt;
It holds 6 rounds in its full-length tube magazine; with the Extended Mags attachment, it gains the box magazine of a [[Winchester Model 1895]], which increases the capacity to 9 rounds, and changes neither the weapon's animations nor the model of the tube magazine that the player character actually loads, which raises some serious questions about how any of this is actually supposed to work.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Scorpion&amp;quot; variant of the Winchester is heavily sawn-off, loosely resembling a Mare's Leg. It, along with &amp;quot;The Sheriff&amp;quot; and the &amp;quot;Dread&amp;quot; variants, also has a greatly enlarged lever loop. The &amp;quot;Dread&amp;quot; and &amp;quot;Prospector&amp;quot; variants have shortened magazine tubes, as variants are identical to the base weapon stat-wise this does not affect their magazine capacities.&lt;br /&gt;
[[File:WinchesterModel1894.jpg|thumb|none|450px|Winchester 1894 - .30-30 WCF]]&lt;br /&gt;
[[File:CoDWWII-Winchester1894.jpg|thumb|none|600px|Young Daniels with his Winchester. Note how it seems to have an extra barrel band, for some reason.]]&lt;br /&gt;
[[File:Codwwii leveraction.jpg|thumb|none|600px|The Winchester in the multiplayer menu. Like the Type 38, it has a side-mounted scope.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
As with multiple ''Call of Duty'' titles, the machine guns class in ''WWII'' is referred to as &amp;quot;light machine guns&amp;quot;, even though it includes the MG15 and MG42 general-purpose machine guns, as well as the MG81 medium machine gun. An in-game text in the campaign also lists the Browning M1919A4 as an LMG, which is incorrect since it is a medium machine gun.&lt;br /&gt;
&lt;br /&gt;
After the April 2018 update with the Divisions overhaul, the bipod attachment became a permanent affixture for all &amp;quot;light machine guns&amp;quot; equipped by any Division (they were originally exclusive to the Armored division). Gameplay-wise, for some reason it increases the rate of fire of the machine gun when mounted and feeds directly from the reserve ammo supply.&lt;br /&gt;
&lt;br /&gt;
==Breda Modello 30==&lt;br /&gt;
&lt;br /&gt;
The [[Breda Modello 30]] is one of the weapons added in the Winter Siege community event, which is totally out of place since it chiefly saw service in the North African theatre, where it gained severe notoriety for its underwhelming reliability and performance. It is referred to as the &amp;quot;GPMG,&amp;quot; short for General Purpose Machine Gun, seemingly deciding to reverse the usual direction in which machine guns are mis-classified by the series since it was actually a light machine gun (or a no-purpose machine gun if performance is taken into account).&lt;br /&gt;
&lt;br /&gt;
Similarly to the bolt-action rifles (and much more egregiously), it is always reloaded with a full stripper clip, regardless of whether or not there's enough space in the magazine for it. Mid-magazine reloads also do not take account of the ridiculous construction of the magazine: since the feed lips are in the gun and the catch in the magazine for retaining cartridges when it is open is some distance inside, opening the magazine when it was not empty would result in up to four loose rounds left floating around between the magwell and the action. It holds an incorrect 30 rounds per magazine, rather than the correct 20, and fires at 722 RPM, compared to the real weapon's 500 RPM.&lt;br /&gt;
&lt;br /&gt;
A much more fitting and reliable choice for a winter-themed machine gun would be the [[Degtyarov DP Series Machine Gun|DP-28]] from ''[[Call of Duty: World at War|World at War]]'', which saw heavy use by both sides during the Winter War and on the Eastern Front.&lt;br /&gt;
[[File:800px-Breda 30.jpg|thumb|450px|none|Breda Modello 30 - 6.5x52mm Carcano]]&lt;br /&gt;
[[File:CoDWWII-Breda30.jpg|thumb|none|600px|The Breda in the Winter Siege trailer. It is shown here with the ejection port cover closed, though the in-game model has it open.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 1.jpg|thumb|none|600px|Holding the Breda: while he has avoided the instant jam from not opening the cover, the player character has made the remarkably poor decision to hold the weapon with his hand partially over the ejection port.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Breda30 3.jpg|thumb|none|600px|Reloading. Note that the window in the top of the magazine has instead been rendered as a solid black area. What makes this especially odd...]]&lt;br /&gt;
[[File:CoDWWII-Breda30exmag.jpg|thumb|none|600px|...is that the fictional upgraded magazine (which holds 45 rounds) does have a window through which the never-depleting cartridges can be seen. The design of this magazine makes very little sense; considering the bottle-necked nature of the 6.5x52mm round, it should be curved the other way, if at all.]]&lt;br /&gt;
&lt;br /&gt;
===Breda Modello 37===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Fiore di Morte&amp;quot; variant is a hybrid between the [[Breda Modello 30]] and the [[Breda Modello 37]].&lt;br /&gt;
[[File:Bredam37.jpg|thumb|none|450px|Breda Modello 37 - 8x59mm RB Breda]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk1 (M)==&lt;br /&gt;
The [[Bren Gun]] returns from the early ''Call of Duty'' titles. It fires at a sluggish 300 RPM, around 200 RPM slower than its real-life variant, but compensates for it by having a two-shot kill at all ranges. Like the Lewis, the Bren is fitted with a fictional 100-round side-mounted magazine when &amp;quot;extended mag&amp;quot; attachment is equipped, instead of the more appropriate pan magazine used in the anti-aircraft role; it's likely that the 100-round pan wasn't used because the big pan blocks off the original iron sights, necessitating the use of new AA spider sights, which would be obviously too complex for the simple needs of a Call of Duty game.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;King and Country&amp;quot; and &amp;quot;Combatant&amp;quot; variants are fitted with giant cooling jackets, despite the lower rate of fire and quick-change barrel on the real weapon.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk1 (M) - .303 British]]&lt;br /&gt;
[[File:CoDWWII-bren1.jpg|thumb|none|600px|The Bren in-game. Note that it has a hole in the magazine release catch, a feature of a Bren Mk2, though it is entirely possible that this would end up on a Mk1 as a replacement part.]]&lt;br /&gt;
[[File:CoDWWII-bren2.jpg|thumb|none|600px|Aiming. This is the correct rear sight for a Bren Mk1: this aperture sight with its large adjustment drum was replaced with a flip-up ladder sight on later Bren variants.]]&lt;br /&gt;
[[File:CoDWWII-bren3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-bren4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===Type 99 light machine gun===&lt;br /&gt;
The [[Type 99 Light Machine Gun]] appears as the &amp;quot;Royalty&amp;quot; variant of the Bren. As a result, it shares the Bren's animations, including pulling the charging handle mounted on the right side rather than the left. The &amp;quot;Bren - Crown&amp;quot; variant is also modeled after a Type 99, except that it retains the Bren's buttstock, pistol grip, and trigger guard.&lt;br /&gt;
[[File:Type99LMG.jpg|thumb|none|450px|Type 99 - 7.7x58mm Arisaka]]&lt;br /&gt;
[[File:CoDWWII-Bren-Royalty-II.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] machine gun returns from ''[[Call of Duty: World at War|World at War]]'' as a mounted machine gun. The campaign version can be dismounted and used as a portable weapon, with a 250-round belt.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|none|450px|Browning M1919A4 - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BrowningM1919.jpg|thumb|none|600px|An American soldier firing a Browning M1919A4.]]&lt;br /&gt;
[[File:CoDWWII brow1.jpg|thumb|none|600px|Daniels holds the Browning. As in ''World at War'', using this weapon in a man-portable method would be very impractical, whereas an [[Browning M1919A6|M1919A6]] would have been more appropriate.]]&lt;br /&gt;
[[File:CoDWWII brow2.jpg|thumb|none|600px|Aiming. It is possible to get additional ammo and reload the weapon by requesting ammo from Lt. Turner, which is his special squad ability.]]&lt;br /&gt;
[[File:CODWWII M1919scissors.jpg|thumb|none|600px|Daniels encounters a rare American equivalent of &amp;quot;Hitler's Buzzsaw&amp;quot;: &amp;quot;Patton's Scissors.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
===Stinger machine gun===&lt;br /&gt;
Instead of adding the singleplayer M1919A4 to multiplayer, the [[Browning AN/M2|Stinger machine gun]] was added to multiplayer in the Attack of the Undead event instead. The Stinger in reality is a Browning AN/M2 (an aircraft variant of the M1919A4) fitted with the stock of the [[M1 Carbine]] and bipod of the [[BAR]]; only 6 of these were ever made and they were used to deadly effect during the final months of the Pacific conflict. The in-game weapon is pretty clearly derived from the singleplayer M1919, recycling its animations, particularly the belt reload.&lt;br /&gt;
&lt;br /&gt;
The in-game model has a strange non-standard slotted barrel shroud and uses a loose 80-round belt by default, but with the &amp;quot;Extended Mag&amp;quot; attachment it gains a 100-round belt box; rather than using the real weapon's 100-round belt box, the in-game Stinger uses a fictional belt box that would be far too small to hold 100 rounds (something which the artist seems to have understood, considering the &amp;quot;60 ROUND MAG&amp;quot; stenciling on the top). Like the German machine guns, its fire rate is nowhere near its real rate (312 RPM compared to the real gun's 1,200 RPM).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;American Muscle&amp;quot; and &amp;quot;The Basilisk&amp;quot; variants gain a pistol grip and a shoulder stock similar to that of the [[Browning M1919A6]], but not identical to it. The &amp;quot;American Muscle&amp;quot; also has a noticeably shorter barrel (akin to that of the early M1919A2) and a different flash hider.&lt;br /&gt;
[[File:Anm2stinger.jpg|thumb|none|450px|Stinger machine gun replica - .30-06 Springfield]]&lt;br /&gt;
[[File:Codww2-stingerselect.jpg|thumb|none|600px|The Stinger in the weapon selection menu. Note the rather weird handle-thing under the receiver near the grip, and the weird-looking bipod.]]&lt;br /&gt;
[[File:Codww2-stingerbase.jpg|thumb|none|600px|The Stinger in-game.]]&lt;br /&gt;
[[File:Codww2-stingerbipod.jpg|thumb|none|600px|The Stinger with bipod deployed.]]&lt;br /&gt;
[[File:Codww2-stingersights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-stingerinspect.jpg|thumb|none|600px|Inspecting the Stinger. The writing on the cover claims it is a &amp;quot;Sledgehammer machine gun&amp;quot; manufactured by &amp;quot;ATVI-SHG MFG&amp;quot; in Eagle Rock, California, an obvious reference to publisher Activision and developer Sledgehammer Games, though neither are based in Eagle Rock.]]&lt;br /&gt;
[[File:Codww2-stingerreload1.jpg|thumb|none|600px|Loading a new belt.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags1.jpg|thumb|none|600px|The Stinger with the fictional belt box.]]&lt;br /&gt;
[[File:Codww2stingerextendedmags2.jpg|thumb|none|600px|Inspecting the Stinger with the fictional belt box.]]&lt;br /&gt;
&lt;br /&gt;
==Charlton Automatic Rifle==&lt;br /&gt;
The [[Charlton Automatic Rifle]] was added to the &amp;quot;rifles&amp;quot; class in the Halloween Scream event. It is called &amp;quot;NZ-41&amp;quot; in-game, referring to its New Zealander origin and to its design year, 1941. The in-game weapon is mirrored and has its external gas tube positioned on the left side, and by default uses Lee-Enfield 10-round magazines that hold a whopping 24 rounds. Using the extended magazine equips the weapon with the modified 30-round Bren magazines also used with the Charlton, these somehow hold 36 rounds.&lt;br /&gt;
[[File:Charlton Automatic.jpg|thumb|500px|none|Charlton Automatic Rifle with 10-round magazine - .303 British]]&lt;br /&gt;
[[File:Charlton Automatic Rifle.jpg|thumb|500px|none|Charlton Automatic Rifle with 30-round magazine - .303 British]]&lt;br /&gt;
[[File:Codww2-charltonbase.jpg|thumb|none|600px|The Charlton in-game.]]&lt;br /&gt;
[[File:Codww2-charltoninspect1.jpg|thumb|none|600px|Inspecting the Charlton. First the right side...]]&lt;br /&gt;
[[File:Codww2-charltoninspect2.jpg|thumb|none|600px|...then the left.]]&lt;br /&gt;
[[File:Codww2-charltonsights.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:Codww2-charltonreload1.jpg|thumb|none|600px|Reloading. First inserting a ten-round magazine...]]&lt;br /&gt;
[[File:Codww2-charltonreload2.jpg|thumb|none|600px|...then chambering a round.]]&lt;br /&gt;
[[File:Codww2-charltonextendedmags.jpg|thumb|none|600px|Inspecting a Charlton fitted with a modified Bren magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] appears for the first time in a ''Call of Duty'' game. The version shown is a WW2 British modification of obsolete surplus WW1-era aircraft-mounted Lewis Guns for issue to the Home Guard, fitting them with stocks and bipods: this was when, much to the chagrin of WW1 veterans, it was discovered that the gun functioned just fine without its heavy forced-air cooling jacket.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; variant retains its [[:File:Lewis gun.JPG|cooling jacket]]; it also lacks a rear sight for some reason. The &amp;quot;Boulevardier&amp;quot; and &amp;quot;English Oak&amp;quot; variants have weird chunky forearms around the gas system, and the &amp;quot;English Oak&amp;quot; also has the spade grips of the [[:File:Rafmachinegunlewis3.jpg|Aircraft Lewis Gun]]. The former also lacks rear sights.&lt;br /&gt;
[[File:Lewis Gun Without Cooling Jacket.jpg|thumb|none|450px|Lewis Gun with cooling jacket removed - .303 British (Deactivated). This particular gun is fitted with a carry handle.]]&lt;br /&gt;
[[File:CoDWWII-lewis 1.jpg|thumb|none|600px|The Lewis Gun in-game.]]&lt;br /&gt;
[[File:CoDWWII-lewis 2.jpg|thumb|none|600px|Aiming; note that the rear sight aperture has been removed, leaving the rear sight ladder as little more than a window to look through.]]&lt;br /&gt;
[[File:CoDWWII-lewis 3.jpg|thumb|none|600px|Reloading; the magazine release is never touched.]]&lt;br /&gt;
[[File:CoDWWII-lewis 4.jpg|thumb|none|600px|Concluding a reload with a tug of the charging handle.]]&lt;br /&gt;
[[File:Codwwii unknowen lmg.jpg|thumb|none|600px|The extended magazine version has a 97-round capacity, but with a weird drum extension to the right side of the gun rather than the appropriate pan magazine that is a thicker version of the original 47-rounder. The best explanation for this bizarre invention is that using the real thick magazine would render the original iron sights unusable, so this strange extended magazine with a very deliberately thin end was invented by Sledgehammer Games.]]&lt;br /&gt;
&lt;br /&gt;
===Type 92 Machine Gun===&lt;br /&gt;
The &amp;quot;Chatter Box&amp;quot; variant is a Japanese [[Lewis Gun|Type 92]] machine gun, recognizable by its larger trigger guard and lack of a stock, though it still has a normal Lewis's forced-air cooling jacket instead of the Type 92's water jacket.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Landship&amp;quot; also has the Type 92's trigger guard.&lt;br /&gt;
[[Image:Type92Lewis.jpg|thumb|none|400px|Japanese watercooled Type 92 - 7.7×58mm R Arisaka.]]&lt;br /&gt;
[[File:CoDWWII-lewisepic.jpg|thumb|none|600px|The &amp;quot;Chatter Box&amp;quot; variant, complete with barrel shroud and extended trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle==&lt;br /&gt;
The [[Browning Automatic Rifle|BAR]] returns from ''[[Call of Duty: World at War|World at War]]'', now classified as an automatic rifle, despite the M1918A2 being meant to fulfill the light machine gun role in real life. Unlike previous games, the charging handle doesn't reciprocate back when the weapon is fired. Interestingly, the weapon in cutscenes has a bipod attached to it, but it disappears during gameplay. Instead, in MP, it serves to mount a fictitious bayonet.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that the third-person model of the BAR has a hooded front sight, even though the first-person model doesn't, except for the &amp;quot;Old Captain&amp;quot; and &amp;quot;Dude Up&amp;quot; variants. The latter two also have an elongated handguard, with the &amp;quot;Dude Up&amp;quot; having a different raised buttstock as well. The &amp;quot;Fly Boy&amp;quot; variant also has this buttstock, and is fitted with a rear sight similar to that of the Colt R75 mentioned below. The base BAR and the &amp;quot;Fly Boy&amp;quot; are the only versions to be equipped with a carrying handle in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:BAR.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]]&lt;br /&gt;
[[File:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle with carrying handle and hooded front sight - .30-06]]&lt;br /&gt;
[[File:CoDWWII-BAR 0.jpg|thumb|none|600px|Holding the BAR.]]&lt;br /&gt;
[[File:CoDWWII-BAR 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAR 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-BAR 4.jpg|thumb|none|600px|Pulling the handle.]]&lt;br /&gt;
[[File:CoDWWII-BAR 1.jpg|thumb|none|600px|The extended mag BAR in-game. Note that the weapon also incorrectly has a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===Colt R75===&lt;br /&gt;
The &amp;quot;Cool Hand&amp;quot; variant resembles the Colt R75 commercial BAR (as evidenced by the ribbed barrel, the deeper handguard and the pistol grip), but with a shortened barrel and a folding stock. The latter of these features is mechanically impossible; the BAR's stock contains its recoil spring, so removing it would render the open-bolt weapon entirely unable to fire.&lt;br /&gt;
[[File:ColtMoniter.jpg|thumb|400px|none|Colt Model of 1925(R75) Commercial BAR. The Model 1925 was produced in various calibers, including .30-06 Springfield (7.62x63mm), 7.65x53mm Belgian Mauser, 7x57mm Mauser, 7.92x57mm Mauser and .303 British (7.7x56mmR)]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_1.jpg|thumb|none|600px|Holding the &amp;quot;Cool Hand&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-Coltr75_3.jpg|thumb|none|600px|Inspecting the left side.]]&lt;br /&gt;
&lt;br /&gt;
==M1941 Johnson machine gun==&lt;br /&gt;
The [[M1941 Johnson machine gun]] appears as another new light machine gun in the game. It is incorrectly categorized as a rifle instead of an LMG.&lt;br /&gt;
[[File:JOHNSON M1941.jpg|thumb|none|450px|M1941 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941.jpg|thumb|none|600px|A soldier holding a Johnson machine gun. Note the incorrect bayonet, as the weapon lacks a bayonet lug; furthermore, the weapon's short-recoil operation, and resultant reciprocating barrel (not shown in-game), would make it difficult for any kind of bayonet to stay attached. The in-game bayonet appears to be welded onto the barrel.]]&lt;br /&gt;
[[File:CoDWWII-M1941 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941 3.jpg|thumb|none|600px|Reloading. This default magazine model is too short for the in-game 25-round capacity. (the actual weapon's far longer magazine held 20 rounds, although 5 more could be left in the magazine well for a total of 25; the appropriate magazine is only fitted to the weapon if it has the Extended Mag attachment, and incorrectly holds 37 rounds)]]&lt;br /&gt;
&lt;br /&gt;
===M1944 Johnson machine gun===&lt;br /&gt;
&amp;quot;The Cook&amp;quot; variant of the M1941 Johnson machine gun turns it into an M1944, albeit with a shorter barrel. The &amp;quot;Jawbreaker&amp;quot; variant also has the buttstock of an M1944.&lt;br /&gt;
[[File:Johnson m1944b.jpg|thumb|none|450px|M1944 Johnson machine gun - .30-06]]&lt;br /&gt;
[[File:CoDWWII-M1941cook1.jpg|thumb|none|600px|Holding &amp;quot;The Cook&amp;quot;.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-M1941cook3.jpg|thumb|none|600px|Inspecting the top side...]]&lt;br /&gt;
[[File:CoDWWII-M1941cook4.jpg|thumb|none|600px|...and the left side.]]&lt;br /&gt;
&lt;br /&gt;
==MG15==&lt;br /&gt;
The [[MG15 machine gun]] is yet another new machine gun in the game. Although the gun was originally designed as an aircraft-mounted machine gun, a few were fitted with bipods and used by infantry later during the war. Nevertheless, the [[MG34]] would be a more suitable weapon. Oddly, the weapon's fire rate is at 722 RPM, far lower than its real world counterpart's 1,000 RPM; this is likely for the usual balance reasons (although one could argue that if the weapon were given the appropriate fire rate, then the sheer uncontrollability of its recoil could balance it instead).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Guerilla&amp;quot; and &amp;quot;Blade&amp;quot; variants have giant water cooling jackets and egg-shaped AA sights. The &amp;quot;Shorty&amp;quot; variants have no stock, a shortened barrel, the base weapon's front and rear sights switching their positions, and a super-short air-cooling barrel shroud resembling that from a [[:File:MG 0815.JPG|Maxim LMG 08/15]].&lt;br /&gt;
[[File:MG15.jpg|thumb|none|450px|MG15 with 75-round double drum - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Codwwii mg15.jpg|thumb|none|600px|The MG15 as shown in the MP Reveal Trailer]]&lt;br /&gt;
[[File:CoDWWII-MG15 1.jpg|thumb|none|600px|The MG15 in the hands of a soldier, bizarrely fitted with half of its distinctive &amp;quot;saddle drum&amp;quot;; this magazine holds 50 rounds, and is standard for the weapon in-game. Oddly enough, this model is also used for the singleplayer version that holds 75 rounds.]]&lt;br /&gt;
[[File:CoDWWII-MG15 2.jpg|thumb|none|600px|Aiming the MG15. Note the completely incorrect iron sights; these are the aircraft sights, rather than the appropriate infantry sights (a drum with a notch for the rear sight, adjustable for range, and a front post, both mounted below and to the left of the standard aircraft sights) mounted onto weapons issued to ground troops; furthermore, they aren't even correct for the aircraft sights, as the front sight has only 4 intersecting lines rather than 8 and no inner circle, and the rear sight is a post, rather than the appropriate v-notch.]]&lt;br /&gt;
[[File:CoDWWII-MG15 3.jpg|thumb|none|600px|Reloading, which involves a great deal of struggling with the magazine; COD habits of making LMG reloads deliberately long notwithstanding, this might have something to do with the fact that the magazine release is never touched during this animation; the player character instead operates the magazine locking lever, the developers apparently having mistakenly believed that that was the magazine release.]]&lt;br /&gt;
[[File:CoDWWII-MG15 4.jpg|thumb|none|600px|The MG15 fitted with an Extended Mag, which gives it the correct 75-round double drum magazine. The reload is also now done primarily with the left hand instead of the right.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The iconic [[MG42]], returns from ''[[Call of Duty: World at War|World at War]]'' in both mounted and man-portable versions. Despite its fearsome real-life reputation, the weapon has an absurdly slower rate of fire in multiplayer like the [[MG15 machine gun|MG15]] for the sake of balance, although it fires at its proper rate in the campaign and zombie modes. The &amp;quot;Zipper&amp;quot; variant has a circular barrel shroud like the [[MG34]].&lt;br /&gt;
&lt;br /&gt;
In the campaign mission &amp;quot;S.O.E.&amp;quot;, an MG42 mounted on a jeep is available for use, in which case it is incorrectly referred to as an MG34.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|450px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG42.jpg|thumb|none|600px|A German soldier firing an MG42 in a trailer.]]&lt;br /&gt;
[[File:CoDWWII-MG42 0.jpg|thumb|none|600px|A mounted MG42 on the map ''Pointe du Hoc''.]]&lt;br /&gt;
[[File:CoDWWII-MG42 1.jpg|thumb|none|600px|Using the mounted MG42 fitted with a belt drum. In this configuration, the weapon has unlimited ammunition.]]&lt;br /&gt;
[[File:CoDWWII-MG42-2.jpg|thumb|none|600px|Inspecting a portable MG42 in the Multiplayer Upgrade Trailer, with the weapon feeding from a 50-round loose belt. An odd reversal, as the real-life gun was the fitted with a belt drum in the man-portable role and a loose belt in the mounted role. ]]&lt;br /&gt;
[[File:CoDWWII-MG421.jpg|thumb|none|600px|Holding the portable MG.]]&lt;br /&gt;
[[File:CoDWWII-MG422.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-MG423.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:CoDWWII-MG424.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:CoDWWII-MG42ex.jpg|thumb|none|600px|The &amp;quot;Extended Mag&amp;quot; attachment does give the portable MG a belt drum, but it holds twice as many rounds (100) as its actual capacity.]]&lt;br /&gt;
[[File:CODWWII MG42 (1).jpg|thumb|none|600px|Reloading the belt drum.]]&lt;br /&gt;
[[File:CODWWII MG42 (2).jpg|thumb|none|600px|Closing the top cover.]]&lt;br /&gt;
&lt;br /&gt;
===Rheinmetall MG 39 Rh===&lt;br /&gt;
The &amp;quot;Devil's Piano&amp;quot; variant is based on the MG 39 Rh, a WW2-era German experimental GPMG meant to replace the [[MG34]].&lt;br /&gt;
[[File:MG 39 Rh.jpg|thumb|none|450px|Rheinmetall MG 39 Rh - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII MG42epic.jpg|thumb|none|600px|Inspecting the MG 39 Rh.]]&lt;br /&gt;
&lt;br /&gt;
==MG81==&lt;br /&gt;
The [[MG81]] was added to the light machine gun class in the Operation: Shamrock &amp;amp; Awe event. Like its predecessor the [[MG15 machine gun|MG15]], it is a German aircraft-mounted machine gun fitted with a bipod and stock for infantry use, but its sights are anti-aircraft sights (albeit only one for this one). It also has a heavily lowered fire rate, even more so than the other German machine guns (491 RPM in-game compared to 1500 RPM on the real gun). It is fed by a 60-round loose belt; the &amp;quot;Extended Mag&amp;quot; attachment bumps this up to 90, and adds what appears to be a cloth-bag brass catcher, which seemingly tries to pass itself off as a belt bag. It also adds a strange curved metal object to the feed tray cover, the sole function of which seems to be to obscure the exposed portion of the belt between the bag and the feed opening from the player's view.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Big Irish&amp;quot; variant gives the weapon an odd, blocky feed tray cover, skeletonizes parts of the receiver, removes the stock, switches the simplistic wire sight out for a more complex one, changes the barrel shroud's design to one with round holes, and shortens the barrel to the point that the now rear-mounted bipod sticks out past it. The &amp;quot;Dark Lord&amp;quot; variant has the same feed tray cover, skeletonized receiver, missing stock, and complex AA sight, but also has a full-length barrel with a different, 2-part perforated shroud (the rear half having circular holes, and the front half having oblong ones like the rear of the standard version) and some sort of muzzle device. The &amp;quot;Untamed II&amp;quot; variant is much the same as the &amp;quot;Big Irish&amp;quot;, but with a wire-frame AA sight different from both the standard version and the other variants.&lt;br /&gt;
[[File:Mg81-2.jpg|thumb|none|450px|MG81 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CODWWII Mg81.jpg|thumb|none|600px|The base MG81.]]&lt;br /&gt;
&lt;br /&gt;
==VMG 1927==&lt;br /&gt;
The [[VMG 1927]] was added to the game in the Covert Strike community event. The basic in-game model features some &amp;quot;interesting&amp;quot; embellishments, with additional parts visible on the side of the receiver. The base 50-round drum magazine model also features a lot more bumps compared to the smooth drum on the image below, making the base magazine model resemble half of an MG15 magazine; this changes into a MG15-esque 75-round double drum magazine when Extended Mag is equipped.&amp;lt;!--Needs more verification, I might be seeing this wrong.--&amp;gt;&lt;br /&gt;
[[File:VMG 1927.jpg|thumb|none|450px|VMG 1927 - 7.92x57mm Mauser]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Gewehrgranatengerät==&lt;br /&gt;
The [[Gewehrgranatengerät Rifle Grenade Launcher]] was made available to the Axis &amp;quot;Rifles&amp;quot; in the April 2018 update, as the cosmetic counterpart to the Allied M7 grenade launcher for the Rifle Grenade attachment. Like in ''[[Call of Duty: World at War|World at War]]'', the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges.&lt;br /&gt;
[[File:Gewehrgranatgerat 41.jpg|thumb|none|450px|Gewehrgranatengerät, mounted on Karabiner 98k rifle]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate1.jpg|thumb|none|600px|Loading the ''Gewehrgranatengerät'' mounted on a G43.]]&lt;br /&gt;
[[File:CoDWWII-Gewehrgranate2.jpg|thumb|none|600px|The loaded launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B), a 9-barrel German 20mm anti-aircraft rocket launcher that never got past the prototype phase, is available in Zombies mode. Its two in-game names are oddly backwards: it is called the &amp;quot;Fliegerfaust,&amp;quot; changing to &amp;quot;Luftfaust-B&amp;quot; when it is Pack-A-Punched. While German records indicate only 80 of these launchers were issued for combat trials, all to a unit in Saarbrücken, there is a photograph of three discarded Luftfaust launchers lying in the rubble of the Hotel Adlon taken during the Siege of Berlin in 1945, suggesting this is one of the less far-fetched experimental weapons to show up in the series.&lt;br /&gt;
&lt;br /&gt;
The weapon is shown as firing rockets individually or in an alternate &amp;quot;free-fire&amp;quot; fully automatic mode, which is incorrect: while there is some disagreement about what the Luftfaust actually ''did'', all sources agree it was some kind of volley fire weapon, with one trigger pull either firing all of the tubes in sequence with a pre-set delay between them, or firing the central tube and every other one of the outer tubes first, then the remaining four 0.1 or 0.2 seconds later. The latter is more commonly reported, with the logic being it would produce a reasonably tight group of rockets while preventing the rockets from damaging or deflecting each other with their exhausts. It is also shown causing massive fiery explosions with each shot, while the real Luftfaust's projectiles were rather more anaemic high-explosive bullets from 20x138mm B cannon rounds fitted with rocket motors.&lt;br /&gt;
&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==M1 Bazooka==&lt;br /&gt;
The [[M1 Bazooka]] appears as the main anti-tank weapon for the Allied forces. It is actually shown being reloaded correctly: while later Bazooka variants required wires to be connected to a contact clip at the rear of the launcher, on the M1 the contact was with a brass ring around the nose of the rocket. This method was made impossible when the M1A1 variant wrapped the rear section of the tube in wire to prevent it from bursting on hot days and eliminated the contact box on top of the tube as a point of structural weakness.&lt;br /&gt;
[[File:Bazookasmithsonian.jpg|thumb|none|450px|M1 &amp;quot;Bazooka&amp;quot; - 2.36 inch]]&lt;br /&gt;
[[File:CoDWWII-BAZ 1.jpg|thumb|none|600px|The Bazooka in-game: note the twin grips, showing this to be the earliest M1 model. As the campaign begins during the Normandy landings, this model is outdated for all levels in the game (and pretty much all of the multiplayer maps too), and an M1A1 or M9 bazooka should be shown instead. The bunker complex ahead appears to be a FuMG 41/42 Mammut phased array radar, also seen in ''[[Saving Private Ryan]]''.]]&lt;br /&gt;
[[File:CoDWWII-BAZ2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:CoDWWII-BAZ3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==M7 grenade launcher==&lt;br /&gt;
The [[M7 Rifle Grenade Launcher]] is found attached to the [[M1 Garand]] in certain places in the campaign. The Garand is incorrectly shown as being able to fire in semi-auto with the M7 attached to the muzzle, something that was only possible with the postwar M7A1-M7A3.&lt;br /&gt;
&lt;br /&gt;
Following the April 2018 update, the Rifle Grenade attachment was added to multiplayer for the &amp;quot;rifles&amp;quot; category. Like in ''[[Call of Duty: World at War|World at War]]'', the player simply fixes a grenade to the muzzle of the rifle without loading in any blank cartridges; however unlike that game only the M7 launcher is incorrectly used for all Allied rifles (the M1 Carbine should use the M8, and the SVT-40 doesn't have one of its own but could try the [[Dyakonov Rifle Grenade Launcher|Dyakonov]]). German rifles use the Gewehrgranatengerät instead.&lt;br /&gt;
[[File:M1 garand M7.jpg|thumb|none|400px|M7 rifle grenade launcher - 22mm]]&lt;br /&gt;
[[File:M1a2-rifle-grenade-adapter.jpg|thumb|none|400px|Mk 2 training grenade fitted with M1A2 rifle grenade adapter]]&lt;br /&gt;
[[File:CoDWWII-m7gre.jpg|thumb|none|600px|An M1 Garand with the grenade launcher in-game.]]&lt;br /&gt;
[[File:CoDWWII-m7gre1.jpg|thumb|none|600px|Loading a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-m7gre2.jpg|thumb|none|600px|The loaded M7 grenade launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
[[Panzerfaust]]s can be seen through the singleplayer campaign. They're unusable for the player.&lt;br /&gt;
[[File:Panzerfaust.jpg|none|thumb|450px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:CoDWWII-Pfaust.jpg|thumb|none|600px|Two Panzerfausts in a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
The [[Panzerschreck]] appears as the main anti-tank weapon for the Axis forces.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|450px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck.jpg|thumb|none|600px|Holding a rusty Panzerschreck.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck2.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the Panzerschreck, which consists less of lining up the front and rear sights, and more of stabbing the rear sight into the operator's cheek and then lining up the front sight with nothing. This somehow works.]]&lt;br /&gt;
[[File:CoDWWII-Panzerschreck3.jpg|thumb|none|600px|Reloading the Panzerschreck. The player character does not press down the contact pin on the top of the contact box (the box on the left with a wire leading to it) which would mean there was no electrical connection to fire the rocket. In fact loading it like this would probably result in the rocket falling straight through the tube, since the tail had to be located carefully in a specific position by manipulating a locking lever. And given a Panzerschreck is 65 inches (1.65 meters) long while the average WW2 soldier was ~68 inches (1.73 meters) tall, this view would probably require either a box to stand on or the muzzle to be shoved into the ground. The third-person player model is just tall enough for it to work with the in-world Panzershreck model.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
Flamethrowers are occasionally found in singleplayer, while in multiplayer they are available through a scorestreak.&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
The [[Flammenwerfer 35]] appears as the flamethrower for the Axis forces in multiplayer, and is a collectable memento during the third singleplayer mission &amp;quot;''Stronghold''&amp;quot;.&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfer.jpg|thumb|none|600px|Holding the ''Flammenwerfer''.]]&lt;br /&gt;
[[File:CoDWWII-Flammenwerfersingle.jpg|thumb|none|600px|A flamethrower on the ground.]]&lt;br /&gt;
[[File:CoDWWII Flammenwerfer2.jpg|thumb|none|600px|A German soldier with the ''Flammenwerfer'' in the Story Trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The [[M2 Flamethrower]] appears as the main flamethrower for the Allied forces.&lt;br /&gt;
[[File:M2 Flamethrower.jpg|thumb|none|205px|M2 Flamethrower]]&lt;br /&gt;
[[File:Codwwii m2 flamethrower.jpg|thumb|none|600px|Holding the M2.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
==LP-42 Flare Pistol==&lt;br /&gt;
The [[LP-42 Flare Pistol|Leuchtpistole 42]] is a collectable memento during the seventh singleplayer mission &amp;quot;''Death Factory''&amp;quot;.&lt;br /&gt;
[[File:LP42.jpg|thumb|none|300px|Leuchtpistole 42 Flare Pistol - 26.65mm]]&lt;br /&gt;
[[File:CoDWWII-lp 1.jpg|thumb|none|300px|The ''Leuchtpistole'' in the memento menu.]]&lt;br /&gt;
[[File:CoDWWII-lp 2.jpg|thumb|none|600px|Daniels finds the Flare gun.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==F-1 hand grenade==&lt;br /&gt;
A [[F-1 hand grenade]] is seen on a Russian Resistance uniform.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F-1 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII-f1hand.jpg|thumb|none|250px|The F-1 on his belt.]]&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
A bundle of [[Model 39 Eihandgranate]] appears in the The War Machine DLC as a booby trap. Originally exclusive to the War Mode map &amp;quot;Operation Husky&amp;quot;, it was later added to the main game in the &amp;quot;Infected&amp;quot; game mode.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:CoDWWII ei39 1.jpg|thumb|none|600px|A bundle of Eihandgranaten in the trailer.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Mine==&lt;br /&gt;
In the Hürtgenwald campaign level, Daniels is instructed to set up a defensive perimeter with [[M1 Mine|M1A1 Mines]].&lt;br /&gt;
[[File:Minem1wc9.jpg|thumb|none|300px|M1 and M1A1 anti-tank mines]]&lt;br /&gt;
[[File:CoDWWII mine.jpg|thumb|none|600px|Daniels holds a Mine.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is found in ''Call of Duty: WWII'', with white, green, and red versions appearing in game, each used for different purposes. Its appearance in a World War II setting is anachronistic as it was introduced in the early 1950s in reality. A more period appropriate smoke grenade would have been the M16 smoke grenade.&lt;br /&gt;
&lt;br /&gt;
In singleplayer, Daniels has access to standard white M18 smoke grenades. The green smoke grenade is given to the player for marking mortar strike positions when requesting for Mortar Support, the Squad Ability of Technician Fifth Grade Frank Aiello. The red smoke grenade can be found in the Battle of the Bulge singleplayer mission for marking air strike positions during a scripted section, and is called &amp;quot;M16 Air Mark Smoke Grenade&amp;quot; on the HUD.&lt;br /&gt;
&lt;br /&gt;
In multiplayer, the white smoke grenade is available as a grenade option. The red smoke is used for used for calling in the Care Package scorestreak, while the green smoke is used for the Emergency Airdrop scorestreak, which drops three care packages. Interestingly, playing as the Axis when using the smoke grenade or calling in the scorestreaks gives the player a &amp;quot;Germanized&amp;quot; M18 smoke grenade, with German markings and a ''Balkenkreuz'' symbol. A more appropriate smoke grenade for the Axis would be a [[Nebelhandgranate 39]].&lt;br /&gt;
&lt;br /&gt;
In terms of texturing, both the green and the red smoke are appropriately marked with different textures (for the Allied smoke grenades at least), though all grenades lack the &amp;quot;M18&amp;quot; part of the markings (which was present during the build shown at E3, at least on the multiplayer red smoke used for the Care Packages seen below), and the red version has the text and stripe in yellow for some reason.&lt;br /&gt;
&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[File:CoDWWII m18smoke.jpg|thumb|none|250px|The smoke grenade in the selection menu. Note that white is not a colour the M18 is available in; this should be an [[AN/M8 smoke grenade]] (which would have the marking &amp;quot;SMOKE HC&amp;quot;).]]&lt;br /&gt;
[[File:CoDWWII m18smoke1.jpg|thumb|none|600px|An M18 on the ground. Note how the spoon is incorrectly still in place.]]&lt;br /&gt;
[[File:CODWWII ThompsonM18.jpg|thumb|none|600px|Having grown jealous of Sgt. Pierson's vertical grip-equipped Thompson, Lt. Turner seems to have attempted to create his own improvised foregrip by jamming a smoke grenade through the barrel.]]&lt;br /&gt;
[[File:codww2nazismokegrenade.jpg|thumb|none|600px|The Axis version. Note that is just the M18 model with some German markings and the ''Balkenkreuz'' added on it. Some attempt has been made to make the markings look passable, though they appear to be inspired by markings of WW2 German smoke grenade transportation cases rather than German smoke grenade markings. The &amp;quot;Nb-BZ38&amp;quot; marking stood for &amp;quot;Nebel Brennzünder 38&amp;quot;, a type of smoke grenade fuse used on German smoke grenades. The &amp;quot;15 Rauch N2&amp;quot; marking appears to be inspired by the &amp;quot;15 Zündlg. N 2&amp;quot; marking on the German smoke grenade cases, the &amp;quot;15&amp;quot; referring to the number of grenades that can be held in the case. &amp;quot;Rauch&amp;quot; literally means &amp;quot;to smoke&amp;quot; in German.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
Australian uniforms are equipped with [[Mills Bomb]]s.&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:CoDWWII-mills1.jpg|thumb|none|250px|The Mills ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard frag grenade for the Allied side.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|175px|Mk 2 high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[File:CoDWWII mk2 1.jpg|thumb|none|250px|The Mk 2 grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII-M1911.jpg|thumb|none|600px|Sgt. Pearson with a Mk 2 grenade.]]&lt;br /&gt;
[[File:CoDWWII-mk2 2.jpg|thumb|none|600px|Throwing a Mk 2 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==Mk.V CN Gas Grenade==&lt;br /&gt;
The American Mk V can be equipped in the multiplayer.&lt;br /&gt;
[[File:GasGrenadeMk.jpg|thumb|none|200px|Mk.V CN Gas Grenade.]]&lt;br /&gt;
[[File:CoDWWII mkV 1.jpg|thumb|none|200px|The Gas grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII mkV 2.jpg|thumb|none|600px|The grenade on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] appears in the game, modeled with the fragmentation sleeve of the [[Model 43 Stielhandgranate]]. It is the Frag Grenade for the Axis side. The correct model of the M24 is seen in ammunition boxes and on German uniforms.&lt;br /&gt;
[[File:M24WithFragSleeve.jpg|thumb|none|350px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; stick grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:M-43-Stg.jpg|thumb|none|350px|Model 43 Stielhandgranate high-explosive hand grenade with fragmentation sleeve]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate1.jpg|thumb|none|600px|Throwing a hybrid Stielhandgranate.]]&lt;br /&gt;
[[File:CoDWWII-Stielhandgranate2.jpg|thumb|none|600px|A box of M24s in the singleplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Model 23 Haanbombe==&lt;br /&gt;
The Danish [[M23 Haanbombe]] is seen on Danish Resistance uniforms.&lt;br /&gt;
[[File:DanishGrande.jpg|thumb|none|300px|Model 23 Haanbombe.]]&lt;br /&gt;
[[File:CoDWWII-hannbombe.jpg|thumb|none|250px|Two grenades hanging on the belt.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears in multiplayer as the &amp;quot;British No. 69.&amp;quot; It is incorrectly shown as the equivalent of a flashbang grenade: the No. 69 was what the British termed an &amp;quot;offensive&amp;quot; lethal grenade designed to have a smaller radius of effect than a &amp;quot;defensive&amp;quot; fragmentation grenade like the Mills Bomb. The [[MK3 offensive hand grenade|American Mk3 Offensive Blast Grenade]], a concussion grenade, would probably be the closest period weapon in terms of function, though it too was designed to be lethal.&lt;br /&gt;
&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:CoDWWII n069 1.jpg|thumb|none|250px|The No. 69 grenade in the selection menu.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST grenade==&lt;br /&gt;
The [[No 74 ST Grenade]] appears as a lethal grenade in multiplayer, an analogue to the Semtex sticky grenades in previous games.&lt;br /&gt;
&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|350px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:CoDWWII n074 1.jpg|thumb|none|250px|The No. 74 ST grenade in the selection menu.]]&lt;br /&gt;
[[File:CoDWWII n0074 1.jpg|thumb|none|600px|Throwing the Sticky Bomb.]]&lt;br /&gt;
&lt;br /&gt;
==OF 37 grenade==&lt;br /&gt;
Two [[OF 37 hand grenade]]s can be seen on the French Legionary uniform.&lt;br /&gt;
[[File:OF37-M35fuse.jpg|thumb|none|200px|OFX 37 hand grenade with Mle 1935 fuze]]&lt;br /&gt;
[[File:CoDWWII-of37.jpg|thumb|none|250px|The grenade on the uniform.]]&lt;br /&gt;
&lt;br /&gt;
==RGD-33==&lt;br /&gt;
The [[RGD-33 stick grenade]] can be seen on the Russian sailor uniform in multiplayer.&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|350px|RGD-33 high-explosive fragmentation stick grenade, shown with the diamond-patterned fragmentation sleeve.]]&lt;br /&gt;
[[File:CoDWWII-rgd.jpg|thumb|none|250px|Two RGDs hanging from the belt.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as the ''S-Mine 44''. In-game, it takes the place of a soldier's grenades in multiplayer, and serves the same role as it did in ''[[Call of Duty: World at War|World at War]]'' (and the same role as the [[M18A1 Claymore]] from the modern titles).&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[File:CoDWWII-smine 1.jpg|thumb|none|600px|A soldier holding an S-Mine. Note the offset fuze, indicative of an S-Mine 44; compare with the image above, which is of the 1935 variant.]]&lt;br /&gt;
[[File:CoDWWII-smine 2.jpg|thumb|none|600px|A placed S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] guns can be seen in various places in singleplayer, and usable in some scripted setpieces where the player engages enemy planes.&lt;br /&gt;
&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:codwwii flak 1.jpg|thumb|600px|none|The Flak 38 in-game.]]&lt;br /&gt;
[[File:codwwii flak 2.jpg|thumb|600px|none|Manning the Flak.]]&lt;br /&gt;
[[File:codwwii flak 3.jpg|thumb|600px|none|A Flak 38 mounted on a Halbketten-Lkw Ford &amp;quot;Maultier&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==20mm Oerlikon Cannon==&lt;br /&gt;
[[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s can be seen mounted on U.S. ships on D-Day and on the multiplayer map &amp;quot;USS Texas&amp;quot;.&lt;br /&gt;
[[File:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
[[File:codwwii Oerlikon1.jpg|thumb|600px|none|The Oerlikon Cannon on board of the &amp;quot;USS Texas&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==5cm Pak 38==&lt;br /&gt;
Various [[5 cm Pak 38]] Anti Tank guns can be seen in the singleplayer campaign.&lt;br /&gt;
[[File:5cm-PAK 38.jpg|thumb|none|500px|5 cm Pak 38 anti-tank gun - 50x419mm R]]&lt;br /&gt;
[[File:CoDWWII pak38.jpg|thumb|none|600px|A Pak 38 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Granatwerfer 34 Mortar]]s can be seen in the campaign.&lt;br /&gt;
[[File:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:CoDww2 gr34 1.jpg|thumb|none|600px|The Granatwerfer 34 in-game.]]&lt;br /&gt;
[[file:CoDww2 gr34 2.jpg|thumb|none|600px|Another Granatwerfer in the Hürtgenwald mission, this one in a position that is rather unlikely to result in anything good.]]&lt;br /&gt;
&lt;br /&gt;
==8 cm kurzer Granatwerfer 42==&lt;br /&gt;
[[Kurzer 8 cm Granatwerfer 42]] mortars can also be seen in the singleplayer campaign.&lt;br /&gt;
[[File:Kz-8cm-gr-w-42-short-mortar.jpg|thumb|none|400px|Kurzer 8 cm Granatwerfer 42 - 81.4mm]]&lt;br /&gt;
[[File:CoDww2 gr42.jpg|thumb|none|600px|The kurzer Granatwerfer in the Hürtgenwald mission. The Germans clearly fed it health packs until it stopped being the model from ''Call of Duty 2''.]]&lt;br /&gt;
&lt;br /&gt;
==8.8cm FlaK 18==&lt;br /&gt;
88mm FlaKs, which appear to be the older model 18 with a one-piece barrel, can be seen throughout the singleplayer and multiplayer maps. In a feat surpassing the ridiculous depiction of the FlaK from the original ''[[Call of Duty (2003)|Call of Duty]]'', where it was shown being operated by a single person rather than the correct 8+ person crew, the ones in this game have an even more impressive crew of exactly ''zero'' people.&lt;br /&gt;
[[File:Flak18-36.jpg|thumb|none|400px|FlaK 18 antiaircraft gun on a FlaK 36 cruciform mount at the British Imperial War Museum - 88mm]]&lt;br /&gt;
[[File:CoDWWII-FlaK.jpg|thumb|600px|none|The FlaKs are distracted by a passing bird.]]&lt;br /&gt;
[[File:CoDWWII-FlaK2.jpg|thumb|600px|none|Another view.]]&lt;br /&gt;
[[File:CoDWWII-FlaK3.jpg|thumb|600px|none|Closer view on a FlaK.]]&lt;br /&gt;
&lt;br /&gt;
==12.8-cm Flak-Zwillingskanonen==&lt;br /&gt;
A few Flak-Zwillingskanonen can be seen on the &amp;quot;''Flaktower''&amp;quot; map that represents the Flaktowers of Berlin in 1945.&lt;br /&gt;
[[File:CoDWWII-zwilling.jpg|thumb|600px|none|The Zwillingskanonen in-game. Note the Berlin Victory Column at the left.]]&lt;br /&gt;
&lt;br /&gt;
==15 cm Nebelwerfer 41==&lt;br /&gt;
Several ''Nebelwerfer 41''s can be seen on the &amp;quot;''Aachen''&amp;quot; and &amp;quot;Carentan&amp;quot; map.&lt;br /&gt;
[[File:15cm Nebelwerfer 41.jpg|thumb|none|250px|15 cm Nebelwerfer 41 multiple rocket launcher]]&lt;br /&gt;
[[File:CoDWWII-nebel.jpg|thumb|600px|none|The ''Nebelwerfer'' in Aachen.]]&lt;br /&gt;
[[File:CoDWWII-nebel2.jpg|thumb|600px|none|Three ''Nebelwerfer''s on the &amp;quot;Carentan Winter&amp;quot; map.]]&lt;br /&gt;
&lt;br /&gt;
==15cm sFH 18==&lt;br /&gt;
Various ''schwere Feldhaubitzen 18'' can be seen and destroyed by Daniels in the Hürtgenwald missions.&lt;br /&gt;
[[File:1024px-German SFH 18 150 mm Howitzer, CFB Borden, 1.jpg|thumb|none|400px|sFH 18 howitzer displayed at CFB Borden Military Museum, Ontario, Canada - 150mm]]&lt;br /&gt;
[[file:CoDww2 held 18 2.jpg|thumb|none|600px|A disabled sFH 18.]]&lt;br /&gt;
[[file:CoDww2 held 18 1.jpg|thumb|none|600px|Another sFH 18.]]&lt;br /&gt;
&lt;br /&gt;
==80-cm-Kanone (E) ''Schwerer Gustav''==&lt;br /&gt;
The ''Schwerer Gustav'' railway gun is the centerpiece of the map &amp;quot;Gustav Cannon&amp;quot;, set on the outskirts of Sevastopol.&lt;br /&gt;
&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|400px|Schwerer Gustav / &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[File:CoDww2 gustav.jpg|thumb|none|600px|The ''Gustav'' in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bangalore Torpedo==&lt;br /&gt;
In the first mission singleplayer and the war mode multiplayer map &amp;quot;Operation Neptune&amp;quot;, both depicting the Allied invasion of Normandy, the player needs to use Bangalores to blow up German barbed wire defenses.&lt;br /&gt;
[[file:CoDww2 bagnalore1.jpg|thumb|none|600px|Daniels assembles a Bangalore during D-Day.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British Light Tank Mk VI on the &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII besa1.jpg|thumb|none|600px|The mounted Besa.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers .50==&lt;br /&gt;
The [[Vickers|Vickers .50 machine gun]] is mounted on British Light Tank Mk VI.&lt;br /&gt;
[[File:Vickers50.JPG|thumb|none|400px|Vickers .50 machine gun - Essentially the Mk1 but chambered in .50 caliber. Mounted on Armored Vehicles and used as Navy AA until supplemented by the Besa and Oerlikon 20mm Cannon - 12.7x81mm]]&lt;br /&gt;
[[File:CoDWWII-vick50.jpg|thumb|none|600px|The Vickers on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
Several [[Bofors 40mm]] AA-guns are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[file:CoDww2 bofors 1.jpg|thumb|none|600px|A Bofors in-game.]]&lt;br /&gt;
[[file:CoDww2 bofors 2.jpg|thumb|none|600px|Three Bofors outside the map near a British No. 3 Mk 7 anti-aircraft radar.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
&lt;br /&gt;
During the campaign mission ''Battle of the Bulge'' the player briefly takes control of a P-47 Thunderbolt, part of a group that are for some reason flying an air-superiority mission defending a stream of B-17Gs while armed with bombs. Both the P-47s and the bombers are armed with the [[Browning M2 Aircraft]]. In reality the P-47 would not be able to make it this far into France escorting bombers from England without carrying external drop tanks (which the aircraft in the game do not), and at this point in the war the P-51D Mustang had taken over most bomber escort duties. While P-47s were present in the Battle of the Bulge, they were operating from airfields in the Low Countries (the modern Benelux region) and were specifically tasked with ground attack missions rather than bomber escort duty. &lt;br /&gt;
&lt;br /&gt;
The Allies &amp;quot;fighter pilot&amp;quot; scorestreak in multiplayer uses the P-47 model, while the &amp;quot;ball turret gunner&amp;quot; uses the B-17G model, even when playing with Axis, which would only add a Balkenkreutz.&lt;br /&gt;
&lt;br /&gt;
[[File:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks.&lt;br /&gt;
[[File:Mg34hb.jpg|thumb|none|450px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:CoDWWII-MG34.jpg|thumb|none|600px|The MG34 mounted on a Panzer IV.]]&lt;br /&gt;
&lt;br /&gt;
==Canon de 155mm GPF==&lt;br /&gt;
Daniels squad must destroy a Canon de 155 Grande Puissance Filloux (GPF) during the D-Day. 1st Lieutenant Turner calls it a &amp;quot;GPF&amp;quot; gun. In ''[[Call of Duty 2]]'' Corporal Bill Taylor must destroy this cannon, too.&lt;br /&gt;
[[File:French-Canon-de-155mm-GPF-1917.jpg|thumb|none|400px|Canon de 155 Grande Puissance Filloux (GPF) - 155mm]]&lt;br /&gt;
[[file:CoDww2 gpf 1.jpg|thumb|none|600px|The GPF in-game.]]&lt;br /&gt;
[[file:CoDww2 gpf 2.jpg|thumb|none|600px|Other view.]]&lt;br /&gt;
&lt;br /&gt;
==155mm Gun M1917 / M1918==&lt;br /&gt;
An American M12 Gun Motor Carriage is seen on the map &amp;quot;''Aachen''&amp;quot;. These were self-propelled guns in service from 1942-1945, based on the M3 Lee chassis and mounting vintage variants of the French GPF cannon from the First World War, either the M1917, M1917A1 or M1918. The M12 was later replaced with the M4 Sherman-derived 155mm Gun Motor Carriage M40 starting in 1945, mounting the 155mm Gun M2 &amp;quot;Long Tom,&amp;quot; a major redesign of the GPF with only the barrel design common between the two.&lt;br /&gt;
&lt;br /&gt;
This particular appearance may be a reference to the fifteenth mission of &amp;quot;''Call of Duty: Finest Hour''&amp;quot;, &amp;quot;Surrender at Aachen&amp;quot;, where a later M40 GMC is seen forcing the Germans to surrender.&lt;br /&gt;
[[file:CoDww2 longtom.jpg|thumb|none|600px|The M12 Gun Motor Carriage in-game. Note the lack of hydraulics on the gun mounting, showing this is not the later M40 GMC.]]&lt;br /&gt;
&lt;br /&gt;
==Naval Cannon==&lt;br /&gt;
Some Naval Cannons are seen on the map &amp;quot;''Gibraltar''&amp;quot;.&lt;br /&gt;
[[File:Naval cannon.jpg|thumb|none|350px|Naval cannon - 18th century]]&lt;br /&gt;
[[file:CoDww2 navalc.jpg|thumb|none|600px|The cannon in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{Call of Duty Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Brink&amp;diff=1243762</id>
		<title>Brink</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Brink&amp;diff=1243762"/>
		<updated>2019-01-06T15:19:07Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* SIG SG 551 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:960407 126098 front.jpg|thumb|right|300px|''Brink'' (2011). Note the character in the background firing a SCAR-H which is not actually loaded.]]&lt;br /&gt;
&lt;br /&gt;
'''The following firearms appear in the video game ''Brink'':'''&lt;br /&gt;
&lt;br /&gt;
Note: Most of the weapons are based on real firearms, but with their appearances heavy altered and given fictional names. &lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Fictional 1911-type Pistol==&lt;br /&gt;
One of the five default pistols available in-game is a fictionalized 1911-type pistol known in-game as the &amp;quot;Kalt&amp;quot;. Because Brink allows the player to customize their character with three different body builds (light, medium, and heavy), it also defines the amount of health and agility tthe character has, as well as what kind of weaponry they can carry. Pistols are always available as a secondary weapon for all builds, so any player can equip it if they choose. The two factions in Brink, Resistance and Security, also all have their guns customized to differentiate them, the Kalt being one of those examples. A Resistance-owned Kalt has a dark-gray finish, and black grips with white tribal art on them, while a Security Kalt has a cleaner silver finish, and pearl white grips. In-game, the Kalt carries a 12 round magazine, or 18 if it is customized with an extended magazine. Full customization of the pistol includes &amp;quot;modified iron sights&amp;quot;, which disables the peripheral zoom with the default sights, a red dot sight, an EOTech holographic sight, an ACOG scope, a silencer, a muzzle brake that increases the gun's stability, a speed holster (for faster draw time), an extended magazine, and a rapid-fire modification. &lt;br /&gt;
[[Image:830px-Select_0038_Kalt_Security.jpg|thumb|none|500px|Security Kalt.|]]&lt;br /&gt;
[[Image:Brink_surprise_attack.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Bul Cherokee==&lt;br /&gt;
The Bul Cherokee appears as the &amp;quot;Tokmak&amp;quot;. On a another note, its name is a combo of the [[Tokarev TT-33]] and the [[Makarov PM]] (TOKarev/MAKarov). The Resistance Tokmak has a worn red-orange paint job and scratches on the gun, while the Security Tokmak has a full blue color with no damage. Like the Kalt, the Tokmak shares all the same customization options, as do a large majority of the game's weapons. The Tokmak's default mag capacity is 18, which can be increased to 27 with the extended magazine.&lt;br /&gt;
[[Image:Bul Cherokee.jpg|thumb|none|400px|Bul Cherokee - 9x19mm]]&lt;br /&gt;
[[Image:830px-Select_0041_Tokmak_Resistance.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Jericho 941 Compact==&lt;br /&gt;
One of the fictional pistols in Brink, the Sea Eagle, bears a design similar to that of a [[Jericho 941 Compact]]. The name Sea Eagle is supposed to be an obvious reference to the IMI Desert Eagle series, of which the gun's behavior resembles; high power and recoil. The Resistance Sea Eagle has an ornate graffiti paint job with the standard damage and wearing seen on all of their weapons, while the Security version has a bluish-silver design with white details. The gun also features a non-functional combination laser-sight and flashlight, which is removed when the gun is customized with any sight besides for the iron sights.&lt;br /&gt;
[[File:Jericho_941_RB_Compct.jpg|thumb|none|400px|Jericho 941 RB Compact - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] only appears if you pre-order the game, it is called the &amp;quot;Caesar Revolver&amp;quot;.&lt;br /&gt;
[[Image:Mp-412-1.jpg|thumb|none|400px|MP-412 REX - .357]]&lt;br /&gt;
[[Image:Rexbrink.JPG|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==VBR-Belgium PDW==&lt;br /&gt;
The [[VBR-Belgium PDW]] machine pistol appears as the Belgo MP.&lt;br /&gt;
[[File:Vbr-b-compact.jpg|thumb|none|401px|VBR-Belgium PDW - 7.92x24mm]]&lt;br /&gt;
[[File:Belgo_mp_resistance.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==SRM Arms Model 1208==&lt;br /&gt;
The [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]] rotary shotgun appears as the &amp;quot;Hjammerdeim Shotgun&amp;quot;.&lt;br /&gt;
[[File:SRM 1208.jpg‎|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[Image:Brinkshotty.JPG|thumb|none|500px|]]&lt;br /&gt;
[[Image:Brink_surprise_attack.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Mossington&amp;quot; Shotgun==&lt;br /&gt;
A Resistance fighter can be seen using a fictional shotgun called the &amp;quot;Mossington&amp;quot; Shotgun (which is clearly an amalgamation of &amp;quot;Mossberg&amp;quot; and &amp;quot;Remington&amp;quot;). The shotgun is too far removed from any real-world design, but bears an aesthetic similarity to the &lt;br /&gt;
[[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] and [[FN Tactical Police]]. The few modifications available are the 3 Red Dot Sights available, suppressor, and speed equip sling&lt;br /&gt;
[[Image:shotgunbrink.jpg|thumb|none|500px|]]&lt;br /&gt;
[[File:Bring Mossington customise.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:Fn tactical police-1-.jpg|thumb|none|400px|FN Tactical Police Shotgun - 12 gauge, for comparison]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&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 called the &amp;quot;Galactic SMG&amp;quot; ingame. This is a play on its name, as UMP translated into English is Universal Submachine Gun, or shortened to Universal SMG. It can be outfitted with an ACOG Scope, EOTech Holosight, various muzzle brakes and a suppressor, high-capacity magazine, drum magazine, and &amp;quot;jungle-taped&amp;quot; magazines. &lt;br /&gt;
&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:Umpbrink.JPG|thumb|none|500px]]&lt;br /&gt;
[[File:Umpbrink2.JPG|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7]] with the stock retracted and the grip folded makes it into the game, but is only available to those who preorder at Walmart or on Steam and receive the &amp;quot;Spec Ops&amp;quot; Pack. Referred to as the &amp;quot;Hockler Machine Pistol&amp;quot;, Hockler being a reference to Heckler and Koch.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:MP7 brink.JPG|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] is referred to as the &amp;quot;Kross SMG&amp;quot; ingame. It can be outfitted with an ACOG Scope, EOTech Holosight, various muzzle brakes and a suppressor, high-capacity magazine, drum magazine, and &amp;quot;jungle-taped&amp;quot; magazines.&lt;br /&gt;
[[Image:Krisssuperv.jpg|thumb|none|400px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:BR-TDIKS5.jpg|thumb|none|500px]]&lt;br /&gt;
[[Image:Brink kriss.JPG|thumb|none|500px]]&lt;br /&gt;
[[Image:830px-Select_0005_Kross_Resistance.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet TP-9==&lt;br /&gt;
A [[Steyr TMP#Brügger &amp;amp; Thomet TP-9|Brügger &amp;amp; Thomet TP-9]] equipped with the folding stock from a [[Steyr TMP#Brügger &amp;amp; Thomet MP-9|Brügger &amp;amp; Thomet MP-9]] appears as the &amp;quot;Tampa SMG&amp;quot; it can be outfitted with an ACOG Scope, EOTech Holosight, various muzzle brakes and a suppressor, a foregrip, high-capacity magazine, drum magazine, and &amp;quot;jungle-taped&amp;quot; magazines.&lt;br /&gt;
[[File:S&amp;amp;TTP9.jpg|thumb|none|400px|Brügger &amp;amp; Thomet TP-9-US with 15-round magazine - 9x19mm ]]&lt;br /&gt;
[[Image:Brink tp9.JPG|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Bushmaster Carbon 15==&lt;br /&gt;
The [[Bushmaster Carbon 15]] appears in ''Brink'' as the &amp;quot;Euston AR&amp;quot;. On a note, its name is a combo of Eugine Stoner (EUgine)(STONer).&lt;br /&gt;
[[File:Bush6.jpg|thumb|500px|none|Bushmaster Carbon 15 LE Sub Machine Gun - 5.56x45mm]]&lt;br /&gt;
[[File:Bring Euston customise.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] appears as the &amp;quot;FRKN-3K&amp;quot; (pronounced as Freakin' Heck), it holds 24 rounds and carries 48 rounds, it fires three-round bursts. It can be outfitted with various sights, all muzzle brakes/suppressors, a foregrip, a grenade launcher and all magazines except the drum mag.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[File:Bring Frkn 3K customise.jpg|thumb|600px|none]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec PLR-16==&lt;br /&gt;
The BestBuy exclusive &amp;quot;Fallout&amp;quot; Pack comes with skins for the &amp;quot;CARB-9 SMG&amp;quot;, which appears to be a [[Kel-Tec PLR-16 Pistol]] fitted with a stock resembling a scaled down version of the stock found on a [[Kel-Tec SU-16|Kel-Tec SU-16A]]. Also, it is a 9mm version of the rifle, filling the same niche as weapons such as the [[M16_rifle_series#Colt_9mm_Submachine_Gun|Colt 9mm SMG]].&lt;br /&gt;
[[File:PLR1.jpg|thumb|none|400px|Kel-Tec PLR-16 fitted with handguard, muzzle brake and scope - 5.56x45mm]]&lt;br /&gt;
[[File:KelTecSU16.jpg|thumb|none|400px|Kel-Tec SU-16A - 5.56x45mm]]&lt;br /&gt;
[[Image:Carbbrink.JPG|thumb|none|500px|The CARB-9 SMG in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR|Magpul PDR-C]] is called the &amp;quot;Bulpdaun SMG&amp;quot; ingame. Its name is most likely a reference to its bullpup configuration.&lt;br /&gt;
[[Image:MagpulpdrC.jpg|thumb|none|400px|Magpul PDR-C - 5.56x45mm]]&lt;br /&gt;
[[Image:Brink magpul.JPG|thumb|none|500px|]]&lt;br /&gt;
[[Image:830px-Select_0008_Bulpdaun_Security.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==M14 MCS==&lt;br /&gt;
The [[M14 Rifle|M14 MCS]] rifle appears as the &amp;quot;Gerund Assault Rifle&amp;quot;.&lt;br /&gt;
[[Image:M14MCS.jpg|thumb|none|400px|M14 MCS (Modular Chassis System) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:63555 Brink-Screenshot-06.jpg|thumb|none|500px|Two soldiers armed with M14 MCS rifles with drum magazines and Eotech-style holo-sights.]]&lt;br /&gt;
[[Image:830px-Select_0014_Gerund_Security.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H== &lt;br /&gt;
A [[FN SCAR#FN SCAR-H|FN SCAR-H]] with a shortened handguard appears as the &amp;quot;Rokstedi Assault Rifle&amp;quot;, it is the only assault rifle that fires Semi-Automatically in game.  &lt;br /&gt;
[[Image:2fff2537c0.jpg|thumb|400px|none|FN SCAR-H CQC - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:FN_SCAR_-1-.jpg|thumb|none|400px|First Gen FN SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:830px-Select_0021_Rokstedi_Resistance.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 551==&lt;br /&gt;
&lt;br /&gt;
The [[SIG SG 551]] assault rifle is known as the &amp;quot;Rhett Assault Rifle&amp;quot; (As in SIG-AR-Rhett, or Cigarette) in-game.&lt;br /&gt;
[[Image:Sig-551.jpg|thumb|none|400px|SIG SG 551 - 5.56x45mm]]&lt;br /&gt;
[[Image:830px-3.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
==Mauser SR-93==&lt;br /&gt;
The [[Mauser SR-93]] sniper rifle in game is called the &amp;quot;Barnett Light Rifle&amp;quot;.&lt;br /&gt;
[[Image:German_Mauser_SR-93_sniper_rifle_(Präzisionsgewehr)_in_.308,_.300_Win_mag_or_.338_Lapua_magnum.jpg‎|400px|thumb|none|Mauser SR-93 - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:830px-Select_0002_Barnett_Security.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
A visually modified [[DSR-precision GmbH DSR-1|DSR-1]] appears as the &amp;quot;Drognav Rifle&amp;quot; it can be outfitted with rapid fire, ACOG Scope, C-More Red Dot sight, EOTech Holosight, a standard sniper scope (called the &amp;quot;Snoop-R&amp;quot;), muzzle brakes and a suppressor.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|400px|none|DSR-Precision GmbH DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Brinkdrognav.JPG|thumb|500px|none|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==M249==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|FN M249]] machine gun appears as the &amp;quot;Maximus Machinegun&amp;quot;. Both the weapon's handguard and heat shield have been altered.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW with 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[Image:M249ParaWAmmo.jpg|thumb|none|400px|M249 SAW paratrooper version with 200 round ammo drum  - 5.56x45mm]]&lt;br /&gt;
[[Image:Sawbrink.JPG|thumb|none|500px|]]&lt;br /&gt;
[[Image:830px-Select_0030_Maximus_Security.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==KAC Chain SAW==&lt;br /&gt;
A KAC Chain SAW, a heavily modified variant of the [[Knight's Armament LMG]], appears as the &amp;quot;Chinzor&amp;quot;.&lt;br /&gt;
[[File:KAC ChianSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box, suppressor and Spike's Tactical 37mm “Havoc” flare launcher - 5.56x45mm NATO / 37mm]]&lt;br /&gt;
[[File:Bring chinzor customise.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Gottlung Mini-gun&amp;quot;==&lt;br /&gt;
A four-barreled handheld minigun called the &amp;quot;Gottlung Mini-gun&amp;quot; is available ingame. The weapon resembles a cross between a GShG-7.62 and a [[GE M134 Minigun#Hand Held M134 Minigun|GE M134 minigun]].&lt;br /&gt;
[[Image:Gshg.jpg|thumb|none|400px|Shipunov GShG-7.62 - 7.62x54mmR]]&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Minigunbrink.JPG|thumb|none|500px|]]&lt;br /&gt;
[[Image:Brink heavyisgood.jpg|thumb|none|500px|]]&lt;br /&gt;
[[File:Bring gotlung customise.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet GL-06==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet GL-06]] in game is called the &amp;quot;Lobster GL&amp;quot;.&lt;br /&gt;
[[Image:B&amp;amp;T-GL-06.jpg|thumb|none|400px|Brügger &amp;amp; Thomet GL-06 with EOTech reflex sight - 40mm]]&lt;br /&gt;
[[File:Bring Lobster customise.jpg|thumb|none|500px|]]&lt;br /&gt;
[[Image:grenadelauncherbrink.png|thumb|none|500px|]]&lt;br /&gt;
[[File:Brink GL-06.JPG|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;/div&gt;</summary>
		<author><name>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1242727</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1242727"/>
		<updated>2019-01-03T04:23:41Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* Machine Guns */  Re-wording so that people know that such animation exists even if it'll never play in-game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=BattlefieldV.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale FPS ''[[Battlefield]]'' series, and is the third entry to be set chiefly in World War 2 since ''[[Battlefield: 1943]]''.&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;
Like in previous Battlefield games, players can select one from four classes (Assault, Medic, Support and Recon). The Assault class wields faster semi-automatic or select-fire rifles, the Medic class uses submachine guns like in ''[[Battlefield: 1942]]'', the Support class uses machine guns and shotguns, and the Recon class uses sniper and slow semi-automatic rifles. These four roles are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can specialize into the &amp;quot;Engineer&amp;quot; role and help build fortifications on the map with ease, etc.)&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, and general weapon customization returns to a form similar to ''[[Battlefield 4]]''. Cosmetic parts such as stocks can also be modified, in addition to simple cosmetic modifications such as weapon finishes.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, an M1911 is used by the machine gunner in the final act of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as an the previous game, other than the character actually catches the spent mag instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is a sidearm in the game, serving as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). It is available at Rank 19 of any class.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is a sidearm available in the game. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908.&lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. Note the lack of a trigger discipline; while this may be a &amp;quot;triggering&amp;quot; point for gun enthusiasts, gun safety and trigger discipline weren't actually taught (at least in the US military) until around the Vietnam War.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round. Note the trigger discipline, unlike the Luger P08.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1''. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away. This is probably a nod to the Attrition system.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] is found in BFV as an all-kit sidearm, unlocked at Rank 15 of any class. It has the highest damage output of all sidearms.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Revolver, note that it is held much further out than in the previous game.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Open up the cylinder.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
An [[Erma EMP]] is a submachine gun available in BFV, unlocked at Rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. The mounted sight appears to be based on the 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is found in ''Battlefield V''. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Finding the constant talks of grip correctness on IMFDB frustrating to read through, the ''Battlefield V'' Medic takes refuge in audacity by gripping the magazine well with an underhanded grip.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is featured in the multiplayer as an available SMG for the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|MP40 in idle. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is found in BFV, available at Rank 20 of the Medic class. An M1928A1 with a 50-round drum magazine is a starting weapon for the &amp;quot;Under No Flag&amp;quot; War Story, and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags.&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:BFV M1928 (1).jpg|thumb|600px|none|The M1928A1 Thompson with a 20-round magazine held by a British soldier...]]&lt;br /&gt;
[[File:BFV M1928 (2).jpg|thumb|600px|none|...and another one with the 50-round drum magazine. Note the magwell has been changed to support the drum.]]&lt;br /&gt;
[[File:BFV M1928 (3).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV M1928 (4).jpg|thumb|600px|none|Pulling the open bolt when empty...]]&lt;br /&gt;
[[File:BFV M1928 (5).jpg|thumb|600px|none|...then inserting a fresh 20-round magazine. Note the customization in the muzzle; this is the Cutts compensator.]]&lt;br /&gt;
[[File:BFV M1928 (6).jpg|thumb|600px|none|Removing the drum magazine to the right...]]&lt;br /&gt;
[[File:BFV M1928 (7).jpg|thumb|600px|none|...and inserting a fresh drum to the left.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk. II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced.&lt;br /&gt;
&lt;br /&gt;
The skeletal pistol grip made for the Sten is available as customization for various weapons as the &amp;quot;Sten commando grip&amp;quot;.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine.The Suomi has the highest rate of fire for the SMGs, with 770 RPM.&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into the KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'', now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a support class primary weapon. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] shotgun. The shotgun is currently not present in BFV.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free by December 19, 2018 - January 3, 2019. It is the slowest firing shotgun in the game, much slower than it was in the previous game. However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
By default, it cannot be slam fired, but can be specialized to do so at Rank 4. Alternately, a bayonet can be equipped.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exception is the Steyr Mannlicher M1895/30, as its en-bloc clip function required the scope be mounted forward of the ejection port to not obstruct clip feeding/ejection.&lt;br /&gt;
&lt;br /&gt;
==AG-42 Ljungman==&lt;br /&gt;
The [[AG-42 Ljungman]] is an Assault self-loading rifle added with the fourth phase of the &amp;quot;Overture&amp;quot; update. It fires at 450 RPM, and like the Gewehr 43, it can accept detachable magazines. The animation for non-empty reloading without detachable magazines is accurate: it shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries worse than [[M1 Garand|Garand]] thumb.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|499px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. It is currently only found in the single player campaign's stealth sections.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|500px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:BFV Delisle (1).jpg|thumb|600px|none|The De Lisle Carbine in the hands of Solveig.]]&lt;br /&gt;
[[File:BFV Delisle (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV Delisle (3).jpg|thumb|600px|none|Cycling the bolt.]]&lt;br /&gt;
[[File:BFV Delisle (4).jpg|thumb|600px|none|Reloading the 7-round .45 ACP magazine.]]&lt;br /&gt;
[[File:BFV Delisle (5).jpg|thumb|600px|none|The De Lisle on a weapon crate.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42]] is categorized as an LMG and used by the Support class at Rank 16.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 2nd pattern FG 42, is used to mount the MKIII reflector sight to various weapons. The FG 42 muzzle is also used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-fg1.jpg|thumb|600px|none|A Support player holds the FG 42 in the Devastation of Rotterdam trailer. The optical attachment on the FG 42 is based on the Mark III Free Mounted Gun Reflector Sight, in reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply. Note the pressed steel dovetail mount.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
A [[Gewehr 43]] is a self-loading rifle available in the game, used by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot; set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note hat the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold +1 in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
The select fire variant fires at 670 RPM, and is statistically identical to the Sturmgewehr 44, while its semi-automatic variant fires at 360 RPM, and has the highest capacity of all semi-automatic rifles in the base game.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|The right hand is used to rechamber this variant.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an Aperture sight. The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys and Under No Flag chapters.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV_KarScope1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red_Dawn_(1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk 1*]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a Mk.I(T) model, but the proper stock can be selected in the cosmetics menu.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No.4 MK.I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No.4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle|Luger 1906]] returns from ''Battlefield 1'' as a Recon primary, and appears with the third phase of the &amp;quot;Overture&amp;quot; update. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. &lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger Rifle M1906 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger M1906 in-game.]]&lt;br /&gt;
[[Image:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[Image:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[Image:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the soldier removes the stripper clip before doing this for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is used by the Recon at Rank 13. Statistically, it deals the lowest body damage of all bolt-action rifles.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second one in the magazine.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped Krag.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class. Thirty-round magazines can be unlocked for the Carbine as an upgrade tree option.&lt;br /&gt;
&lt;br /&gt;
Some of the soldiers on the game's various cover arts wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading in a 30 rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'' as a Rank 16 Assault weapon. All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1. When a scope is equipped, it blocks the stripper clip guide. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free by December 17, 2018 - January 3, 2019.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM, it is the most accurate of them all because of its bipod capability.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading in the same style as the MP40.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&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 returns from ''Battlefield 1'', available at Recon Rank 16. &lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
[[File:BFV RSC (1).jpg|thumb|600px|none|The R.S.C. in the game.]]&lt;br /&gt;
[[File:BFV RSC (2).jpg|thumb|600px|none|Aiming down the sights.]]&lt;br /&gt;
[[File:BFV RSC (3).jpg|thumb|600px|none|Popping the magazine cover open.]]&lt;br /&gt;
[[File:BFV RSC (4).jpg|thumb|600px|none|Topping up with a 5-round enbloc clip.]]&lt;br /&gt;
[[File:BFV RSC (5).jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first person viewpoint of a cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen actually use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[Lebel 1886#R.S.C. Mle 197|RSC 1917]] would probably be more fitting than the Canadian Ross rifle for cutscene use.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
A [[Sturmgewehr 44]] is available for the Assault class at Rank 13 (initially the starter in beta). In the beta, one of the scope options rather oddly gives it the barrel assembly of the MKb 42(H), though the weapon retains its base stats otherwise and retains closed-bolt function. It fires a 600 RPM, and is statistically identical to the Volkssturm select-fire equivalent, but the StG is more accurate and controllable.&lt;br /&gt;
&lt;br /&gt;
In campaign, it is anachronistically featured in the level &amp;quot;Under No Flag&amp;quot; set in 1942, and &amp;quot;Nordlys&amp;quot; in 1943.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:BFV STG44 (1).jpg|thumb|600px|none|The Sturmgewehr 44 in hand. For this North African map, it is anachronistic by about 3 years.]]&lt;br /&gt;
[[File:BFV STG44 (2).jpg|thumb|600px|none|Aiming down the sights. Due to gameplay purposes, the sights are too wide.]]&lt;br /&gt;
[[File:BFV STG44 (3).jpg|thumb|600px|none|About to remove the magazine using the mag release.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:BFV STG-MKb.jpg|thumb|none|600px|Reloading the StG-44 with the MKb barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the use of extra magazines or a twenty round &amp;quot;trench&amp;quot; magazine that is the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historical rate of 700 RPM, but is balanced out with a smaller 15-round magazine by default. The higher-capacity 20-round magazines can be acquired by selecting the relevant specialization from the weapon's spec tree.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle back in the day.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is found as a Recon class primary at Rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' use some interesting categories. Light Machine Guns are a separate category from Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
The overheating animation is depicted more realistically for the most part, where instead of the Support soldier giving the charging handle a quick rack to &amp;quot;clear the heat&amp;quot;, they will instead replace the quick-change barrel. However, the Vickers K and the MG34 (When equipped with the optional saddle drum magazines) still use the charging handle heat-clearing animation, as the former lacks a quick-change barrel, while the latter animation will never play in-game for reasons that will become clear in the weapon's entry below.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, and Lewis Gun are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun]] is a Support LMG. In the customization menu, a few options will equip it with the stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[Image:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 caliber]]&lt;br /&gt;
[[Image:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[Image:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren.]]&lt;br /&gt;
[[Image:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[Image:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[Image:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[Image:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[Image:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, and is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[Image:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[Image:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[Image:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is used when empty. This is probably because the machine gun is in poor shape after thirty years and having been through one World War already, on top of the fact that it is a Chauchat.]]&lt;br /&gt;
[[Image:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]''. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike in Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is a medium machine gun in BFV, unlocked at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds, when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one.  There is a separate overheating animation for the gun with the saddle drum, where-in the charging handle is used to &amp;quot;clear the heat&amp;quot;.  However, it will never play within the game itself as the &amp;quot;chrome lining&amp;quot; (slower overheat) spec is a pre-requisite for the drum mag specialization; &amp;quot;Chrome Lining&amp;quot; raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on ''Twisted Steel''.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun in BFV. Unlocked at Support Rank 20, it fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42 and other weapons.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-mg42_1.jpg|thumb|600px|none|Picking up the MG42 from the reveal trailer. Note the Sten commando fore grip and post-1943 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) is added in the first Tides of War chapter as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM. &lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class.&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun like in [https://www.forgottenweapons.com/smle-rifle-grenade-launcher-video/ this example]) is a dedicated gadget called &amp;quot;Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using HE grenades and the latter using smoke grenades. The weapon functions differently from its previous gadget form in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&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;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III*- .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the HE version.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades.&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[Image:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[Image:BFV-sturmpis2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
A [[Luftfaust]] is seen in promotional materials.&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from a [[M2 Flamethrower]]. Presumably this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire.&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:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
Some [[Mk 2 hand grenade]]s are seen in the reveal trailer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:BFV-icon.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for both factions. Its appearance in a World War II setting is anachronistic as it was introduced just postwar in reality. A more period appropriate smoke grenade would have been the M16. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Royal Motivations outfit.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Germans.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to both factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as a default gadget for the Recon class and is unlockable for all classes.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the game. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing being towed.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Flak==&lt;br /&gt;
Several 8.8 cm FlaKs can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|A FlaK in the campaign.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the &amp;quot;Grand Operation&amp;quot; multiplayer mode.&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Mörser 18 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head on. Note the Calliope tank in the bankground.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Allied counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
An [[MG34]] machine gun with saddle drum magazines can be seen mounted on top of German vehicles, and the ''Panzerlauf'' variant is mounted in the hulls and coaxial mounts of the Panzer 38, Panzer IV, and Tiger I tanks.&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is a buildable stationary heavy MG for both factions. It uses the same base model/animations as its ''Battlefield 1'' version, however, its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British - .303 British]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic modifications in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as the &amp;quot;Peacekeeper&amp;quot; visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as the &amp;quot;Peacekeeper&amp;quot; visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
An M3 Grease Gun muzzle flash hider is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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>HashiriyaR32</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1241973</id>
		<title>Battlefield V</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_V&amp;diff=1241973"/>
		<updated>2018-12-30T21:39:44Z</updated>

		<summary type="html">&lt;p&gt;HashiriyaR32: /* ZH-29 */  10-round mags aren't part of the specialization tree.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield V&lt;br /&gt;
|picture=BattlefieldV.jpg&lt;br /&gt;
|caption=''PC Boxart''&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date= November 20, 2018&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 V''''' is a first-person shooter developed by Swedish game developer DICE and published by Electronic Arts. It is a main series entry in EA's large-scale FPS ''[[Battlefield]]'' series, and is the third entry to be set chiefly in World War 2 since ''[[Battlefield: 1943]]''.&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;
Like in previous Battlefield games, players can select one from four classes (Assault, Medic, Support and Recon). The Assault class wields faster semi-automatic or select-fire rifles, the Medic class uses submachine guns like in ''[[Battlefield: 1942]]'', the Support class uses machine guns and shotguns, and the Recon class uses sniper and slow semi-automatic rifles. These four roles are also fleshed out with the introduction of &amp;quot;Combat Roles&amp;quot;, allowing players to customize their skills of each class for fulfilling niche roles (e.g. the Support class can specialize into the &amp;quot;Engineer&amp;quot; role and help build fortifications on the map with ease, etc.)&lt;br /&gt;
&lt;br /&gt;
In ''Battlefield V'', weapon customization has been expanded on since ''[[Battlefield 1]]''. The weapon variant system is removed, and general weapon customization returns to a form similar to ''[[Battlefield 4]]''. Cosmetic parts such as stocks can also be modified, in addition to simple cosmetic modifications such as weapon finishes.&lt;br /&gt;
&lt;br /&gt;
Because of how the multiplayer maps and singleplayer levels span across a wide array of specific time periods across World War II, and the fact that there is no map, faction, or chronology-based restrictions for player loadouts, only major anachronisms will be noted on this page.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is one of the sidearms in the game. In singleplayer, an M1911 is used by the machine gunner in the final act of &amp;quot;My Country Calling&amp;quot;, and Billy Bridger carries one as his sidearm in the &amp;quot;Under No Flag&amp;quot; War story. A suppressed version is also available in the Nordlys War Story.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|World War II Colt M1911A1 - .45 ACP. This was an issued U.S. Army pistol with parkerized finish, thus the official designation of M1911A1]]&lt;br /&gt;
[[File:BFV M1911 (1).jpg|thumb|600px|none|Holding the M1911A1 on an Axis hay barn.]]&lt;br /&gt;
[[File:BFV M1911 (2).jpg|thumb|600px|none|A look down the .45's sights.]]&lt;br /&gt;
[[File:BFV M1911 (3).jpg|thumb|600px|none|The reload animation is the same as an the previous game, other than the character actually catches the spent mag instead of letting it fall free.]]&lt;br /&gt;
[[File:BFV M1911 (4).jpg|thumb|600px|none|Putting in a new one while empty.]]&lt;br /&gt;
[[File:BFV M1911 (5).jpg|thumb|600px|none|Powerstroking the slide.]]&lt;br /&gt;
&lt;br /&gt;
==FP-45 Liberator==&lt;br /&gt;
The [[FP-45 Liberator]] is a sidearm in the game, serving as a joke weapon much like BF1's Kolibri pistol. It is even harder to use than the Kolibri, since not only does the Liberator deal limited damage, it is also single-shot with an extremely long and convoluted reload (much like the real weapon). It is available at Rank 19 of any class.&lt;br /&gt;
[[Image:LiberatorPistol.jpg|thumb|none|300px|FP-45 Liberator - .45 ACP]]&lt;br /&gt;
[[File:BFV Liberator (1).jpg|thumb|none|600px|The FP-45 Liberator in-game.]]&lt;br /&gt;
[[File:BFV Liberator (2).jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the pistol.]]&lt;br /&gt;
[[File:BFV Liberator (3).jpg|thumb|none|600px|Reloading. First the soldier pulls the cocking knob back and pulls up the breach block, then uses a plunger to push out a fired casing.]]&lt;br /&gt;
[[File:BFV Liberator (4).jpg|thumb|none|600px|Grabbing another round from the pistol grip compartment.]]&lt;br /&gt;
[[File:BFV Liberator (5).jpg|thumb|none|600px|Twisting the cocking knob back into place.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] is a sidearm available in the game. The top of the pistol is marked with the manufacturer's code &amp;quot;S/42&amp;quot;, which corresponds to Mauser-made P08s, and the year 1908.&lt;br /&gt;
[[File:P08Luger1917.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-luger.jpg|thumb|600px|none|A German officer holds the Luger in the Nordlys war story.]]&lt;br /&gt;
[[Image:BFV-luger1.jpg|thumb|600px|none|Holding the Luger.]]&lt;br /&gt;
[[Image:BFV-luger2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-luger3.jpg|thumb|600px|none|Reloading. Note the lack of a trigger discipline; while this may be a &amp;quot;triggering&amp;quot; point for gun enthusiasts, gun safety and trigger discipline weren't actually taught (at least in the US military) until around the Vietnam War.]]&lt;br /&gt;
[[Image:BFV-luger4.jpg|thumb|600px|none|Chambering the Luger.]]&lt;br /&gt;
[[File:BFV LugerTLT.jpg|thumb|none|600px|Müller holds a P08 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Ruby==&lt;br /&gt;
The [[Ruby]] is a secondary option in the game. A Ruby pistol is Deme Cisse's backup weapon in the &amp;quot;Tirailleur&amp;quot; War Story.&lt;br /&gt;
[[File:French-Pistol-Ruby-M1915-left.jpg|thumb|none|300px|Gabilondo Ruby - .32 ACP]]&lt;br /&gt;
[[Image:BFV Ruby (1).jpg|thumb|600px|none|Holding the Pistolet Ruby in game.]]&lt;br /&gt;
[[Image:BFV Ruby (2).jpg|thumb|600px|none|Aiming down the rudimentary iron sights.]]&lt;br /&gt;
[[Image:BFV Ruby (3).jpg|thumb|600px|none|Reloading the Ruby.]]&lt;br /&gt;
[[Image:BFV Ruby (4).jpg|thumb|600px|none|Pulling the slide to chamber a .32 round. Note the trigger discipline, unlike the Luger P08.]]&lt;br /&gt;
[[Image:BFV Ruby (5).jpg|thumb|600px|none|When crouched, the player character will adopt a two-handed grip on pistols in ''Battlefield V''. This has actually been present in the third person animations in DICE's previous games since [[Star Wars Battlefront]], though ''V'' is the first game to make this consistent between viewpoints.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr M1912==&lt;br /&gt;
The [[Steyr M1912]] returns from ''Battlefield 1''. The non-empty reload animation is updated from the previous game; the player character orients the pistol to the left and catches ejected rounds in his left palm instead of dumping them away. This is probably a nod to the Attrition system.&lt;br /&gt;
[[File:SteyerHahn1913Pistol.jpg|thumb|none|300px|Steyr Hahn Model 1912 (1913 mfg) - 9x23mm Steyr]]&lt;br /&gt;
[[Image:BFV Steyrpistol1.jpg|thumb|600px|none|Holding the &amp;quot;Repetierpistole&amp;quot;.]]&lt;br /&gt;
[[Image:BFV Steyrpistol2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV Steyrpistol5.jpg|thumb|600px|none|The player character releasing unfired rounds into his hand during the mid-reload.]]&lt;br /&gt;
[[Image:BFV Steyrpistol3.jpg|thumb|600px|none|Loading a full stripper clip.]]&lt;br /&gt;
[[Image:BFV Steyrpistol4.jpg|thumb|600px|none|About to yank out the clip.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A [[Walther P38]] pistol is the starter sidearm in ''Battlefield V''. In &amp;quot;The Last Tiger&amp;quot; War Story, Peter Müller uses one in gameplay as his sidearm.&lt;br /&gt;
[[Image:Mauser-P38.jpg|thumb|none|300px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[Image:BFV P38 (1).jpg|thumb|600px|none|A Wehrmacht soldier holds his P38 pistol, as opposed to the can opener and fighter plane of the same name and era.]]&lt;br /&gt;
[[Image:BFV P38 (2).jpg|thumb|600px|none|Looking down the Walther's sights.]]&lt;br /&gt;
[[Image:BFV P38 (3).jpg|thumb|600px|none|Reloading the P38.]]&lt;br /&gt;
[[Image:BFV P38 (4).jpg|thumb|600px|none|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk VI==&lt;br /&gt;
The [[Webley Mk VI]] is found in BFV as an all-kit sidearm, unlocked at Rank 15 of any class. It has the highest damage output of all sidearms.&lt;br /&gt;
[[File:Webley Mk VI.jpg|thumb|none|300px|Webley Mk VI - .455 Webley]]&lt;br /&gt;
[[Image:BFV-web1.jpg|thumb|600px|none|Holding the Revolver, note that it is held much further out than in the previous game.]]&lt;br /&gt;
[[Image:BFV-web2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-web3.jpg|thumb|600px|none|Open up the cylinder.]]&lt;br /&gt;
[[Image:BFV-web4.jpg|thumb|600px|none|Inserting the 6 round speed loader.]]&lt;br /&gt;
[[Image:BFV-web5.jpg|thumb|600px|none|Holding the Webley at the ready.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Erma EMP==&lt;br /&gt;
An [[Erma EMP]] is a submachine gun available in BFV, unlocked at Rank 13 of the Medic class. It fires at an odd 568 RPM, and the foregrip can be modified with vertical grips from other period weaponry.&lt;br /&gt;
[[File:Erma EMP.jpg|thumb|none|400px|Erma EMP submachine gun - 9x19mm. Note the fixed rear sights and the safety lever.]]&lt;br /&gt;
[[Image:BFV-Ermamp1.jpg|thumb|600px|none|Holding the ERMA]]&lt;br /&gt;
[[Image:BFV-Ermamp2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-Ermamp3.jpg|thumb|600px|none|Inserting a fresh magazine.]]&lt;br /&gt;
[[Image:BFV-Ermamp4.jpg|thumb|600px|none|Working the charging handle.]]&lt;br /&gt;
[[Image:BFV-Erma2.jpg|thumb|600px|none|A player character holds the EMP in the BFV multiplayer trailer. The mounted sight appears to be based on the 1945-vintage Nydar Model 47 reflex sight, a device made by the Swain Nelson Company for hunting shotguns. This sight never saw any combat use, and was not particularly popular with civilian shooters due to being rather fragile.]]&lt;br /&gt;
&lt;br /&gt;
==Haenel-Schmeisser MP28/II==&lt;br /&gt;
The [[Haenel-Schmeisser MP28/II]] (an improved version of the [[Bergmann MP18]] Submachine Gun) is found in ''Battlefield V''. The weapon by default uses 30 round magazines, but can be upgraded to use 50 round magazines and fires at 670 RPM, on the faster end of the SMG spectrum.&lt;br /&gt;
[[Image:Mp28.jpg|thumb|none|400px|Haenel-Schmeisser MP28/II Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:BFV-mp28_1.jpg|thumb|600px|none|Finding the constant talks of grip correctness on IMFDB frustrating to read through, the ''Battlefield V'' Medic takes refuge in audacity by gripping the magazine well with an underhanded grip.]]&lt;br /&gt;
[[Image:BFV-mp28_2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-mp28_3.jpg|thumb|600px|none|Loading a new magazine.]]&lt;br /&gt;
[[Image:BFV-mp28_4.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[Image:BFV MP28 (1).jpg|thumb|none|600px|An MP28 with the 50-round magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40]] is featured in the multiplayer as an available SMG for the Medic class. It is almost identical to the Sten, both have an RPM of 540 and similar damage models, but the MP40 has lesser control than the Sten.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:BFV MP40 (1).jpg|thumb|600px|none|Equipping the MP40, knocking the bolt out of safety.]]&lt;br /&gt;
[[File:BFV MP40 (2).jpg|thumb|600px|none|MP40 in idle. Note the brown lower receiver.]]&lt;br /&gt;
[[File:BFV MP40 (3).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV MP40 (4).jpg|thumb|600px|none|Empty reload. The character withdraws the magazine, then locks the bolt back...]]&lt;br /&gt;
[[File:BFV MP40 (5).jpg|thumb|600px|none|...inserts a fresh mag...]]&lt;br /&gt;
[[File:BFV MP40 (6).jpg|thumb|600px|none|...then sends the bolt back into place.]]&lt;br /&gt;
[[File:BFV MP40 (7).jpg|thumb|600px|none|Schröder holds an MP40 at the end of &amp;quot;The Last Tiger.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M1928A1 Thompson==&lt;br /&gt;
The [[M1928A1 Thompson]] is found in BFV, available at Rank 20 of the Medic class. An M1928A1 with a 50-round drum magazine is a starting weapon for the &amp;quot;Under No Flag&amp;quot; War Story, and many of the American soldiers in &amp;quot;The Last Tiger&amp;quot; story carry Thompsons with either the drum or stick mags.&lt;br /&gt;
[[File:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:BFV-Thom1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[Image:BFV-LeeEnf1.jpg|thumb|600px|none|The Thompson on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk. II==&lt;br /&gt;
The [[Sten Mk II]] is used by the Medic class at Rank 0. It makes a distinct metallic sound when firing owing to its sheet-metal construction. In the singleplayer campaign, it anachronistically appears in the 1940 part of the level &amp;quot;My Country Calling&amp;quot;, one year before it was produced.&lt;br /&gt;
&lt;br /&gt;
The skeletal pistol grip made for the Sten is available as customization for various weapons as the &amp;quot;Sten commando grip&amp;quot;.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[Image:BFV Sten (1).jpg|thumb|none|600px|When equipping the Sten, the player character sends the bolt out of its safety position. The MP40 has a similar animation.]]&lt;br /&gt;
[[Image:BFV Sten (2).jpg|thumb|none|600px|Holding the Sten Mark II while the soldier does his best to obscure it with his breath.]]&lt;br /&gt;
[[Image:BFV Sten (3).jpg|thumb|none|600px|Aiming down the Sten's basic sights.]]&lt;br /&gt;
[[Image:BFV Sten (4).jpg|thumb|none|600px|Reloading the SMG.]]&lt;br /&gt;
[[Image:BFV Sten (5).jpg|thumb|none|600px|Empty reloads have the bolt pulled back at the end.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr MP34==&lt;br /&gt;
The [[Steyr MP34]] is another SMG in BFV, unlocked at Medic Rank 16. It fires at a relaxed 514 RPM and has a usable fire selector and uses 20-round magazines by default, but can be upgraded to either have a RPM of 599 or use 32-round magazines on the third level of the specialization tree. On the fourth level, it can equip a bayonet, and is the only SMG that can do so from the base game's array.&lt;br /&gt;
[[File:Mp34.jpg|thumb|none|400px|Steyr-Solothurn MP34 - 9x19mm]]&lt;br /&gt;
[[Image:BFV MP34_1.jpg|thumb|none|600px|Holding the &amp;quot;MP34&amp;quot;.]]&lt;br /&gt;
[[Image:BFV MP34_2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV MP34_3.jpg|thumb|none|600px|Reloading the 20 round magazine.]]&lt;br /&gt;
[[Image:BFV MP34_4.jpg|thumb|none|600px|Pulling the bolt back into firing position.]]&lt;br /&gt;
[[File:BFV MP34 (1).jpg|thumb|none|600px|An MP34 with the thirty round mag and a bayonet, pressed against a fence.]]&lt;br /&gt;
&lt;br /&gt;
==Suomi KP/-31==&lt;br /&gt;
The [[Suomi KP/-31]] is the second available SMG for the Medic class with a 20 round stick magazine and a usable fire selector. On the third rank it can be upgraded with a 50 quad-stack &amp;quot;coffin&amp;quot; magazine.The Suomi has the highest rate of fire for the SMGs, with 770 RPM.&lt;br /&gt;
[[Image:SuomiM31.jpg|thumb|none|400px|Suomi KP/-31 - 9x19mm]]&lt;br /&gt;
[[Image:BFV-suomi2.jpg|thumb|600px|none|A German medic holds a KP/-31.]]&lt;br /&gt;
[[Image:BFV-suomi3.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-suomi3_1.jpg|thumb|600px|none|Removing the 20-round stick magazine.]]&lt;br /&gt;
[[Image:BFV-suomi4.jpg|thumb|600px|none|Working the bolt handle after an empty reload.]]&lt;br /&gt;
[[Image:BFV-suomi5.jpg|thumb|600px|none|Inserting a 50-round magazine into the KP/-31 equipped with a Nydar optic.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
The [[Browning Auto-5]] returns from ''Battlefield 1'', now used by the Support class. Due to the introduction of the Specialization Tree, it is now possible to have a combination of both slugs and extended magazine tube on this weapon. The reload animation has been updated to correctly show the user holding the bolt release button with his left hand while reloading, as is necessary on pre-1950s Browning A-5 shotguns.&lt;br /&gt;
[[File:REMINGTONMODEL11WORLDWARTWO.jpg|thumb|500px|none|Browning Auto-5 with 23&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BFV Auto-5 (1).jpg|thumb|none|600px|Going bird hunting in the ''Twisted Steel'' swamp with the Browning A-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (2).jpg|thumb|none|600px|ADS view of the Auto-5.]]&lt;br /&gt;
[[File:BFV Auto-5 (3).jpg|thumb|none|600px|Chamber-loading the shotgun, basically the same procedure as in the last game.]]&lt;br /&gt;
[[File:BFV Auto-5 (4).jpg|thumb|none|600px|Loading the magazine tube with the bolt release correctly depressed.]]&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is a support class primary weapon. Like in [[Call of Duty: WWII]], the Drilling's rifle barrel can be used as an ersatz sniper rifle.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|500px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:BFV M30 Drilling (1).jpg|thumb|none|600px|Out in the desert, the downed airman finds emptiness more than wild beasts or anything else.]]&lt;br /&gt;
[[File:BFV M30 Drilling (2).jpg|thumb|none|600px|Aiming the M30 Luftwaffe.]]&lt;br /&gt;
[[File:BFV M30 Drilling (3).jpg|thumb|none|600px|Feeling that something is missing, the character pushes the selector notch up...]]&lt;br /&gt;
[[File:BFV M30 Drilling (4).jpg|thumb|none|600px|...which reveals the weapon's rear sight when the 9.3x74mmR barrel is engaged!]]&lt;br /&gt;
[[File:BFV M30 Drilling (5).jpg|thumb|none|600px|Reloading another rifle round into the Drilling. Note that unlike [[Call of Duty: WWII#M30_Luftwaffe_Drilling|Call of Duty: WWII]], the bullet is a correct roundnose.]]&lt;br /&gt;
[[File:BFV M30 Drilling (6).jpg|thumb|none|600px|Dumping out spent shotgun shells. The reload animation is pretty similar in both games.]]&lt;br /&gt;
[[File:BFV M30 Drilling (7).jpg|thumb|none|600px|Loading some more into the barrels.]]&lt;br /&gt;
&lt;br /&gt;
==Sjögren==&lt;br /&gt;
A player character in the &amp;quot;The Company&amp;quot; trailer can be seen holding a [[Sjögren]] shotgun. The shotgun is currently not present in BFV.&lt;br /&gt;
[[File:Sjogren Inertia.jpg|thumb|none|500px|Sjögren - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] Trench Gun returns from ''Battlefield 1'' for the Support class, and was given to all players for free by December 19, 2018. It is the slowest firing shotgun in the game, much slower than it was in the previous game. However, it can be upgraded to fire slugs, which none of the variants in ''BF1'' could do.&lt;br /&gt;
&lt;br /&gt;
By default, it cannot be slam fired, but can be specialized to do so at Rank 4. Alternately, a bayonet can be equipped.&lt;br /&gt;
[[File:Winchester1897TrenchTakedown.jpg|thumb|none|500px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 gauge]]&lt;br /&gt;
[[Image:BFV-winchester1.jpg|thumb|600px|none|Holding the Trench gun.]]&lt;br /&gt;
[[Image:BFV-winchester2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-winchester3.jpg|thumb|600px|none|Loading a single shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
In ''Battlefield V'', stripper clip-loaded weapons are realistically affected by the use of scopes; equipping a scope will block the magazine and prevent the use of stripper clips for reloading (an issue that ''Battlefield 1'' side-stepped by side-mounting all scopes). The sole exception is the Steyr Mannlicher M1895/30, as its en-bloc clip function required the scope be mounted forward of the ejection port to not obstruct clip feeding/ejection.&lt;br /&gt;
&lt;br /&gt;
==AG-42 Ljungman==&lt;br /&gt;
The [[AG-42 Ljungman]] is an Assault self-loading rifle added with the fourth phase of the &amp;quot;Overture&amp;quot; update. It fires at 450 RPM, and like the Gewehr 43, it can accept detachable magazines. The animation for non-empty reloading without detachable magazines is accurate: it shows the safety switch being pressed before operating the bolt, as disregarding the safety can lead to finger injuries worse than [[M1 Garand|Garand]] thumb.&lt;br /&gt;
[[File:AG-42.jpg|thumb|none|499px|AG-42 Ljungman with magazine removed - 6.5x55mm]]&lt;br /&gt;
[[File:BFV AG-42 (1).jpg|thumb|none|600px|The &amp;quot;Ag m/42&amp;quot; out in the desert.]]&lt;br /&gt;
[[File:BFV AG-42 (2).jpg|thumb|none|600px|View down the Ljungman's iron sights.]]&lt;br /&gt;
[[File:BFV AG-42 (3).jpg|thumb|none|600px|Engaging the safety at the start of a non-empty reload.]]&lt;br /&gt;
[[File:BFV AG-42 (4).jpg|thumb|none|600px|And then pulling the bolt back to expose the magazine.]]&lt;br /&gt;
[[File:BFV AG-42 (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV AG-42 (6).jpg|thumb|none|600px|Reloading with loose rounds.]]&lt;br /&gt;
[[File:BFV AG-42 (7).jpg|thumb|none|600px|Withdrawing a magazine on a variant with a ZF41 scope.]]&lt;br /&gt;
[[File:BFV AG-42 (8).jpg|thumb|none|600px|Pinching the bolt to release it when empty.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] appears in the game as the &amp;quot;Commando Carbine&amp;quot;. It is currently only found in the single player campaign.&lt;br /&gt;
[[File:45ACP DeLisle Carbine 4.jpg|thumb|none|500px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42]] is categorized as an LMG and used by the Support at Rank 16.&lt;br /&gt;
&lt;br /&gt;
The pressed steel dovetail &amp;quot;Schwalbenschwanz&amp;quot; mount, which in reality was intended to mount a ZF4 scope to the 2nd pattern FG 42, is used to mount the MKIII reflector sight to various weapons. The FG 42 muzzle is also used as a visual modification to the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[File:FG 42 II.jpg|thumb|none|500px|FG 42 second model - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-fg1.jpg|thumb|600px|none|A Support player holds the FG 42 in the Devastation of Rotterdam trailer. The optical attachment on the FG 42 is based on the Mark III Free Mounted Gun Reflector Sight, in reality these were aircraft sights and one being used in handheld weapon configuration is highly improbable as they need external power supply. Note the pressed steel dovetail mount.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
A [[Gewehr 43]] is a self-loading rifle available in the game, used by the Assault class at Rank 1. By default, the rifle is reloaded with stripper clips and loose rounds (like its [[Gewehr 41|predecessor]]), but can be upgraded to reload via separate magazines. It is anachronistic by one year to the campaign level &amp;quot;Under No Flag&amp;quot; set in 1942.&lt;br /&gt;
&lt;br /&gt;
[[Image:K43 nc.jpg|thumb|none|500px|Gewehr 43 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (1).jpg|thumb|600px|none|The Gewehr 43 in-game, on Narvik.]]&lt;br /&gt;
[[Image:BFV G43 (2).jpg|thumb|600px|none|Aiming down the iron sights.]]&lt;br /&gt;
[[Image:BFV G43 (3).jpg|thumb|600px|none|Pulling the bolt back to top off the G43's magazine. As with the previous game, the player character is wise and keeps the chambered round from ejecting. Note hat the cleaning rod is absent.]]&lt;br /&gt;
[[Image:BFV G43 (4).jpg|thumb|600px|none|Reloading a Mauser stripper clip.]]&lt;br /&gt;
[[Image:BFV G43 (5).jpg|thumb|600px|none|Topping off with single rounds.]]&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|500px|none|Gewehr 43 with ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV G43 (6).jpg|thumb|600px|none|Observing the devastation of Rotterdam by a mixture of fog and intense lighting effects with the scoped Gewehr 43.]]&lt;br /&gt;
[[Image:BFV G43 (7).jpg|thumb|600px|none|Reloading the magazine. With the upgrade, the rifle gains the ability to hold +1 in the chamber.]]&lt;br /&gt;
[[Image:BFV G43 (8).jpg|thumb|600px|none|Not to be outdone by the left arm, the right arm takes care of empty reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Gustloff Volkssturmgewehr==&lt;br /&gt;
Two versions of the [[Volkssturmgewehr]] are featured as Assault primaries. The first is the rare, experimental select-fire version (of disputed existence), featured as the &amp;quot;Sturmgewehr 1-5&amp;quot;; the second is the much more common (and verifiably existing) semi-auto only version, featured as the &amp;quot;Gewehr 1-5&amp;quot;. Their names in the files are &amp;quot;Gustloff AR&amp;quot; and &amp;quot;Gustloff&amp;quot;, respectively. The select-fire and semi-auto versions are featured as the starting weapon and the final weapon unlock, respectively, for the Assault class in the multiplayer mode.&lt;br /&gt;
&lt;br /&gt;
It is a bizarre choice as a release weapon; the release multiplayer maps all set in the early war during the Fall of Europe, while the Volkssturmgewehr was made during the final years of WWII as a last-ditch weapon.&lt;br /&gt;
[[File:Volkssturmgewehr1-5.jpg|thumb|none|500px|Gustloff Volkssturmgewehr - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (1).jpg|thumb|none|600px|When equipping the &amp;quot;Gewehr 1-5,&amp;quot; the soldier disengages the safety. This is not done on the other version.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (2).jpg|thumb|none|600px|The Volkssturmgewehr in idle.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (3).jpg|thumb|none|600px|Reloading in a similar manner to the KE7 machine gun.]]&lt;br /&gt;
[[File:BFV Volkssturmgewehr (4).jpg|thumb|none|600px|Pulling the charging handle and sliding top cover assembly back.]]&lt;br /&gt;
[[File:MP508.jpg|thumb|none|500px|MP508 - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:BFV MP508 (1).jpg|thumb|none|600px|The &amp;quot;Sturmgewehr 1-5&amp;quot; in-game.]]&lt;br /&gt;
[[File:BFV MP508 (2).jpg|thumb|none|600px|Aiming the rifle.]]&lt;br /&gt;
[[File:BFV MP508 (3).jpg|thumb|none|600px|Reloading the StG magazine.]]&lt;br /&gt;
[[File:BFV MP508 (4).jpg|thumb|none|600px|The right hand is used to rechamber this variant.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is a Recon class weapon found in BFV, available at Rank 20.&lt;br /&gt;
&lt;br /&gt;
Its scope options include iron sights, ZF4 scope (Medium Scope), ZF42 scope (Long Scope), and an Aperture sight. The ZF4 scope is mounted with a late war Swept-Back style sniper mount similar to the Kar98k rifles made by J. P. Sauer and Sohns at the very end of WWII, which saw very limited use before the war ended. &lt;br /&gt;
&lt;br /&gt;
Some German soldiers use the Kar98K in the singleplayer. The Senegalese colonial troops alternate between holding these and the Ross rifle in cutscenes of the &amp;quot;Tirailleur&amp;quot; War Story. A suppressed version is available in the Nordlys and Under No Flag chapters.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|500px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Kar98kWithZF4.jpg|thumb|none|500px|Karabiner 98k with Swept-Back mount and ZF4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|500px|Karabiner 98k Sniper with Zeiss ZF42 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV_KarScope1.jpg|thumb|600px|none|]]&lt;br /&gt;
[[File:BFV Kar98KDeme.jpg|thumb|none|600px|Deme holds up a Kar 98k in his [[Red_Dawn_(1984)#AKM|Red Dawn victory cry]] impression.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No.4 Mk.I==&lt;br /&gt;
The [[Lee-Enfield No.4 Mk 1*]] is the starter Recon rifle in ''Battlefield V''. It can mount various scopes despite not being a Mk.I(T) model, but the proper stock can be selected in the cosmetics menu.&lt;br /&gt;
[[File:LeeEnfield4Rifle.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I - .303 British]]&lt;br /&gt;
[[Image:BFV No4 (1).jpg|thumb|600px|none|A Lee-Enfield No.4 MK.I getting rained on, in game. Note how it is held in the &amp;quot;mad-minute&amp;quot; posture (with the player character's right hand grasping the bolt handle), allowing for the highest fire rate possible.]]&lt;br /&gt;
[[Image:BFV No4 (2).jpg|thumb|600px|none|Iron sights of the No.4.]]&lt;br /&gt;
[[Image:BFV No4 (3).jpg|thumb|600px|none|Cycling the Lee-Enfield's action.]]&lt;br /&gt;
[[Image:BFV No4 (4).jpg|thumb|600px|none|Reloading with a charger clip.]]&lt;br /&gt;
[[Image:BFV No4 (5).jpg|thumb|600px|none|Placing a single round in the rifle.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|500px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:BFV No.4(T).jpg|thumb|none|600px|A proper sniper build of the Lee-Enfield as shown in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Luger rifle==&lt;br /&gt;
The prototype [[Luger rifle|Luger 1906]] returns from ''Battlefield 1'' as a Recon primary, and appears with the third phase of the &amp;quot;Overture&amp;quot; update. It can be equipped with a bipod from the first specialization slot, but it cannot mount a bayonet. &lt;br /&gt;
[[File:Luger Rifle 1906.jpg|thumb|none|500px|Luger Rifle M1906 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV Luger1906 (1).jpg|thumb|600px|none|The Luger M1906 in-game.]]&lt;br /&gt;
[[Image:BFV Luger1906 (2).jpg|thumb|600px|none|Looking down the rifle's sights.]]&lt;br /&gt;
[[Image:BFV Luger1906 (3).jpg|thumb|600px|none|Loading with a five-round stripper clip.]]&lt;br /&gt;
[[Image:BFV Luger1906 (4).jpg|thumb|600px|none|Releasing the toggle lock mechanism. Unlike the last game, the soldier removes the stripper clip before doing this for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==Krag-Jørgensen M1894==&lt;br /&gt;
The [[Krag-Jørgensen|Krag-Jørgensen M1894]] is used by the Recon at Rank 13.&lt;br /&gt;
[[File:NorwegianKrag.jpg|thumb|none|500px|Norwegian Krag Model 1894 - 6.5x55mm SE]]&lt;br /&gt;
[[File:BFVkrag1.jpg|thumb|none|600px|The Krag-Jørgensen in-game.]]&lt;br /&gt;
[[File:BFVkrag2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFVkrag3.jpg|thumb|none|600px|Putting the first round in the chamber...]]&lt;br /&gt;
[[File:BFVkrag4.jpg|thumb|none|600px|...and the second one in the magazine.]]&lt;br /&gt;
[[File:BFVkrag5.jpg|thumb|none|600px|Patting the loading gate.]]&lt;br /&gt;
[[File:BFVkrag6.jpg|thumb|none|600px|Working the bolt on a scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Carbine==&lt;br /&gt;
The [[M1A1 Carbine]] is used by the Assault class. Thirty-round magazines can be unlocked for the Carbine as an upgrade tree option.&lt;br /&gt;
&lt;br /&gt;
Some of the soldiers on the game's various cover arts wield [[M1 Carbine]]s with solid stocks, though none appear in the current game.&lt;br /&gt;
[[File:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine with original L style rear sights, and side-folding stock - .30 Carbine]]&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|500px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine. Also equipped with khaki sling and oiler and a period twin magazine pouch for buttstock.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (1).jpg|thumb|none|600px|The M1A1 Carbine in-game.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (3).jpg|thumb|none|600px|Iron sights view.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (2).jpg|thumb|none|600px|Reloading the fifteen round box mag.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV M1A1Carbine (5).jpg|thumb|none|600px|Loading in a 30 rounder magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Gewehr 1898==&lt;br /&gt;
The [[Mauser Gewehr 1898]] is seen during the intro of &amp;quot;My Country Calling&amp;quot;, shown on a memorial statue.&lt;br /&gt;
[[File:Mauser g98.jpg|thumb|none|500px|Mauser Gewehr 1898 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV_g98_2.jpg|thumb|none|600px|A memorial statue seen in the intro, depicting a scene from BF1.]]&lt;br /&gt;
[[File:BFV_g98_1.jpg|thumb|none|600px|The original scene from the BF1 level &amp;quot;Storm of Steel&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser Selbstlader M1916==&lt;br /&gt;
The [[Mauser Selbstlader M1916]] returns from ''[[Battlefield 1]]'' as a Rank 16 Assault weapon. All of the reload animations are done with the right hand, unlike in the previous game.&lt;br /&gt;
[[Image:Mauser1916Selbstlader.jpg|thumb|none|500px|Mauser Selbstlader M1916 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (1).jpg|thumb|none|600px|A Selbstlader 1916 on &amp;quot;Devastation.&amp;quot;]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (2).jpg|thumb|none|600px|ADS view of the rifle.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (3).jpg|thumb|none|600px|Taking out a magazine by dropping the triggerguard assembly.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (4).jpg|thumb|none|600px|Putting in a new one.]]&lt;br /&gt;
[[File:BFV Selbstlader M1916 (5).jpg|thumb|none|600px|Charging the M1916.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 8==&lt;br /&gt;
The .35 Remington version of the [[Remington Model 8]] returns from ''Battlefield 1'', unlocked at Recon Rank 1. When a scope is equipped, it blocks the stripper clip guide. Some of the Armory images of weapon skins on rifle show it with the extended magazine of the .25 version that was in the previous game.&lt;br /&gt;
[[File:Remington_model_8.jpg‎|thumb|none|500px|Remington Model 8 - .30 Remington]]&lt;br /&gt;
[[File:BFV Model 8 (1).jpg|thumb|none|600px|The Model 8 in-game.]]&lt;br /&gt;
[[File:BFV Model 8 (2).jpg|thumb|none|600px|Looking down the iron sights.]]&lt;br /&gt;
[[File:BFV Model 8 (3).jpg|thumb|none|600px|Withholding an ejecting round in a mid-reload.]]&lt;br /&gt;
[[File:BFV Model 8 (4).jpg|thumb|none|600px|Loading loose rounds.]]&lt;br /&gt;
[[File:BFV Model 8 (5).jpg|thumb|none|600px|Reloading with a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Ribeyrolles 1918==&lt;br /&gt;
The [[Ribeyrolles 1918 Automatic Carbine]] returns from ''Battlefield 1'' for the Assault class, given to all players for free by December 17, 2018.&lt;br /&gt;
&lt;br /&gt;
While having the slowest fire rate of all assault rifles at 540 RPM, it is the most accurate of them all because of its bipod capability.&lt;br /&gt;
[[File:Ribeyrolle1918.jpg|thumb|none|500px|Ribeyrolles 1918 Carbine - 8x35mm Ribeyrolles]]&lt;br /&gt;
[[File:BFV Ribeyrolles1.jpg|thumb|none|600px|Ribeyrolles 1918 in-game.]]&lt;br /&gt;
[[File:BFV Ribeyrolles2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:BFV Ribeyrolles3.jpg|thumb|none|600px|Reloading in the same style as the MP40.]]&lt;br /&gt;
[[File:BFV Ribeyrolles4.jpg|thumb|none|600px|Pulling back the bolt handle.]]&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 returns from ''Battlefield 1'', available at Recon Rank 16.&lt;br /&gt;
[[Image:R.S.C. Model 1917.jpg|thumb|500px|none|R.S.C. Model 1917 - 8x50mmR Lebel]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mk III ==&lt;br /&gt;
Bizarrely, the [[Ross Rifle|Ross Mk III]] is seen used by French troops in most of the cutscenes of the &amp;quot;Tirailleur&amp;quot; war story, but is unusable in gameplay. Towards the end, Deme picks up one in a first person viewpoint of a cutscene, but it morphs into the Turner SMLE once control is given over to the player. The Tirailleur riflemen actually use the Lee-Enfield No. 4 in actual gameplay instead. A more accurate rifle for the Senegalese colonial troops would have been either the [[MAS-36]] or the [[Lebel 1886]] from the previous game, or even the [[Lebel 1886#R.S.C. Mle 197|RSC 1917]] would probably be more fitting than the Canadian Ross rifle for cutscene use.&lt;br /&gt;
[[File:RossMk IIIM1910.jpg|thumb|none|500px|Ross Mk III Model 1910 - .303 British]]&lt;br /&gt;
[[File:BFV_ross1.jpg|thumb|none|600px|A Tirailleur holds a Ross rifle.]]&lt;br /&gt;
[[File:BFV_ross2.jpg|thumb|none|600px|Deme Cisse holds a Ross.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr Mannlicher M1895/30==&lt;br /&gt;
The [[Steyr Mannlicher M1895]] returns from ''Battlefield 1'' in period-appropriate form as the [[Steyr Mannlicher M95/30|M95/30 variant]]. Unlike its World War I incarnation, the Mannlicher fires at only 58 RPM, and the reload animation reflects lessons learned from the Carcano M1891 Carbine from Battlefield 1, with the enbloc clip pulled out first before inserting a new one when three or less shots have been fired. The clip is correctly absent when reloading on the fourth shot whereas it was still ejected in ''BF1'' despite both games having the correct audio for the clip dropping out of the magazine.&lt;br /&gt;
&lt;br /&gt;
In the singleplayer, it can be found often at weapon crates and caches as a scoped sniper rifle.&lt;br /&gt;
[[Image:SteyrM95Long.jpg|thumb|none|500px|Steyr M1895 (M1930 Conversion) - 8x56mmR Mannlicher]]&lt;br /&gt;
[[Image:BFV_steyrmann1.jpg|thumb|none|600px|Holding the &amp;quot;Gewehr M. 95/30&amp;quot;.]]&lt;br /&gt;
[[Image:BFV_steyrmann2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[Image:BFV_steyrmann3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[Image:BFV_steyrmann4.jpg|thumb|none|600px|Working the bolt on a scoped variant.]]&lt;br /&gt;
[[Image:BFV Gewehr M.95.jpg|thumb|none|600px|Removing a partially-used en-bloc clip.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
A [[Sturmgewehr 44]] is available for the Assault class. In the beta, one of the scope options rather oddly gives it the barrel assembly of the MKb 42(H), though the weapon retains its base stats otherwise and retains closed-bolt function.&lt;br /&gt;
&lt;br /&gt;
In campaign, it is anachronistically featured in the level &amp;quot;Under No Flag&amp;quot; set in 1942.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|500px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[Image:BFV-stg_1.jpg|thumb|600px|none|The StG 44 in the trailer.]]&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|500px|none|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:BFV STG-MKb.jpg|thumb|none|600px|Reloading the StG-44 with the MKb barrel assembly.]]&lt;br /&gt;
&lt;br /&gt;
==Turner SMLE Conversion==&lt;br /&gt;
The prototype semi-auto conversion for the [[SMLE]] by Russell J. Turner appears as an Assault class weapon. By default, it reloads via charger clips and individual rounds, but it can be upgraded to allow the use of extra magazines or a twenty round &amp;quot;trench&amp;quot; magazine that is the same one used in the last game's [[Howell Automatic Rifle]].&lt;br /&gt;
[[File:Turner SMLE Conversion.jpg|thumb|none|500px|Prototype Turner-conversion SMLE - .303 British]]&lt;br /&gt;
[[File:BFV TurnerSMLE (1).jpg|thumb|none|600px|Patrolling the hardened aircraft hanger in &amp;quot;Aerodrome&amp;quot; with the Turner conversion.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (2).jpg|thumb|none|600px|Aiming the Turner SMLE.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (3).jpg|thumb|none|600px|Pulling the bolt back to reload.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (4).jpg|thumb|none|600px|Reloading with loose .303 rounds.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (5).jpg|thumb|none|600px|Reloading with a clip.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (6).jpg|thumb|none|600px|Changing out the magazine for another with the specialization.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (7).jpg|thumb|none|600px|Rechambering from empty after a magazine swap.]]&lt;br /&gt;
[[File:BFV TurnerSMLE (8).jpg|thumb|none|600px|A view of the &amp;quot;trench&amp;quot; mag upgrade on a scoped Turner Conversion.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1907==&lt;br /&gt;
The French WWI-service select-fire converted [[Winchester Model 1907]] returns from ''BF1'' as the &amp;quot;M1907 SF&amp;quot;. Its full-auto cyclic rate of fire has been increased to its historical rate of 700 RPM, but is balanced out with a smaller 15-round magazine by default. The higher-capacity 20-round magazines can be acquired by selecting the relevant specialization from the weapon's spec tree.&lt;br /&gt;
[[Image:WinchesterModel1907French.jpg|500px|thumb|none|French Winchester Model 1907 with Lee-Navy bayonet and 20-round magazine - .351 Winchester]]&lt;br /&gt;
[[File:BFV M1907 (1).jpg|thumb|none|600px|The Winchester Model 1907 in-game.]]&lt;br /&gt;
[[File:BFV M1907 (2).jpg|thumb|none|600px|Aiming down the sights. The rear sight appears to be a bit more cropped than in the last game.]]&lt;br /&gt;
[[File:BFV M1907 (3).jpg|thumb|none|600px|Inserting a new magazine on a reload.]]&lt;br /&gt;
[[File:BFV M1907 (4).jpg|thumb|none|600px|Pressing in the charging handle. Apparently Winchester had to use this odd system because Browning held the patent for a bolt-mounted charging handle back in the day.]]&lt;br /&gt;
[[File:BFV M1907 (5).jpg|thumb|none|600px|Reloading a 20 round extended mag.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is found as a Recon class primary at Rank 10. It has a 5-round capacity and as with the other semi-automatic rifles, it reloads with stripper clips and loose ammo by default but can be upgraded to reload by replacing the magazines.&lt;br /&gt;
[[File:ZH-29_5rd.jpg|thumb|none|500px|ZH-29 with 5-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV ZH-29 (1).jpg|thumb|none|600px|A ZH-29 in-game.]]&lt;br /&gt;
[[File:BFV ZH-29 (2)mwstore.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
[[File:BFV ZH-29 (3).jpg|thumb|none|600px|Pulling the bolt back on a partial reload.]]&lt;br /&gt;
[[File:BFV ZH-29 (4).jpg|thumb|none|600px|Loading individual cartridges.]]&lt;br /&gt;
[[File:BFV ZH-29 (5).jpg|thumb|none|600px|About to reload with a stripper clip.]]&lt;br /&gt;
[[File:BFV ZH-29 (6).jpg|thumb|none|600px|Swapping out mags on a scoped version.]]&lt;br /&gt;
[[File:BFV ZH-29 (7).jpg|thumb|none|600px|Releasing the bolt by pulling the trigger; this is the actual rifle's rechambering procedure.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
Machine Guns in ''Battlefield V'' use some interesting categories. Light Machine Guns are a separate category from Medium Machine Guns. The two categories don't necessarily reflect the real-life weapon categories, but instead reflect gameplay features: LMGs do not overheat and have smaller capacities, and can aim down sights like other weapons. MMGs have much larger capacities, can overheat, and cannot aim down sights while being carried by hand, requiring use of bipods to aim down sights.&lt;br /&gt;
&lt;br /&gt;
The overheating animation is depicted more realistically for the most part, where instead of the Support soldier giving the charging handle a quick rack to &amp;quot;clear the heat&amp;quot;, they will instead replace the quick-change barrel. However, the Vickers K still uses the charging handle heat-clearing animation, as it lacks a quick-change barrel.&lt;br /&gt;
&lt;br /&gt;
In the current version of the game, the KE7, Bren Gun, FG42, and Lewis Gun are placed in the LMG category. The MG 34 and 42, as well as the Vickers K, are in the MMG category.&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
The [[Bren Gun]] is a Support LMG. In the customization menu, a few options will equip it with the stock of the Mark 2 model.&lt;br /&gt;
&lt;br /&gt;
The Bren muzzle is also used as a visual modification of the &amp;quot;muzzle&amp;quot; component of other weapons.&lt;br /&gt;
[[Image:Bren mk1-2.jpg|thumb|none|500px|Bren Mk1 - .303 caliber]]&lt;br /&gt;
[[Image:BFV Bren (1).jpg|thumb|600px|none|The Bren Gun in the hands of a British commando.]]&lt;br /&gt;
[[Image:BFV Bren (2).jpg|thumb|600px|none|Aiming the Bren.]]&lt;br /&gt;
[[Image:BFV Bren (3).jpg|thumb|600px|none|Locking the bolt back on an empty reload.]]&lt;br /&gt;
[[Image:BFV Bren (4).jpg|thumb|600px|none|Tossing in a fresh magazine.]]&lt;br /&gt;
[[Image:BFV Bren (5).jpg|thumb|600px|none|Handling the Bren's bipod.]]&lt;br /&gt;
[[Image:Bren_mk2.jpg‎|thumb|none|500px|Bren Mk2 - .303 British]]&lt;br /&gt;
[[Image:BFV Bren Mk2.jpg|thumb|600px|none|The Mk2 stock as seen in customization.]]&lt;br /&gt;
&lt;br /&gt;
==Chauchat Mle 1915==&lt;br /&gt;
The [[Chauchat]] Mle 1915 Light Machine Gun returns from ''Battlefield 1''. Currently, it is only usable in the &amp;quot;Tirailleur&amp;quot; singleplayer War Story, and is Deme's primary weapon despite him wielding bolt-action rifles in the story's cutscenes. A few of the other colonial soldiers in the story also carry Chauchat machine guns. In his narration, Deme alludes to its use when he describes their weapons as inferior and &amp;quot;not up to the job.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
[[Image:Chauchat.jpg|thumb|500px|none|Chauchat Mle 1915 - 8x50mmR Lebel]]&lt;br /&gt;
[[Image:BFVchau1.jpg|thumb|600px|none|Holding the Chauchat.]]&lt;br /&gt;
[[Image:BFVchau2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFVchau3.jpg|thumb|600px|none|Reloading. Note the bipod is folded by default, unlike in ''BF1''.]]&lt;br /&gt;
[[Image:BFVchau4.jpg|thumb|600px|none|Unlike in the previous game, the charging handle is used when empty. This is probably because the machine gun is in poor shape after thirty years and having been through one World War already, on top of the fact that it is a Chauchat.]]&lt;br /&gt;
[[Image:BFVchau5.jpg|thumb|600px|none|A Chauchat seen on a weapons station, with a seemingly intangible magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Lewis Gun==&lt;br /&gt;
The [[Lewis Gun]] LMG returns from ''[[Battlefield 1]]''. It can be fitted with a 97-round extended magazine (which is now fully modeled unlike in Battlefield 1's Lewis Gun Suppressive). With the extended magazine, the standard iron sights are changed to a simpler ring sight akin to an AA sight.&lt;br /&gt;
&lt;br /&gt;
The default Lewis Gun has its barrel cooling shroud taken off and mounts the horizontal foregrip from a Thompson, but the original barrel shroud is included in many of the barrel customizations.&lt;br /&gt;
[[File:Lewis Gun Foregrip.jpg|thumb|none|500px|Lewis Gun with cooling jacket removed and Thompson foregrip - .303 British. ]]&lt;br /&gt;
[[File:BFV Lewis (1).jpg|thumb|none|600px|Equipping the Lewis Gun. The animation is a little less dramatic than in the previous game.]]&lt;br /&gt;
[[File:BFV Lewis (2).jpg|thumb|none|600px|The Lewis in idle.]]&lt;br /&gt;
[[File:BFV Lewis (3).jpg|thumb|none|600px|Aiming down the iron sights.]]&lt;br /&gt;
[[File:BFV Lewis (4).jpg|thumb|none|600px|Reloading the pan magazine.]]&lt;br /&gt;
[[File:BFV Lewis (5).jpg|thumb|none|600px|Rechambering the Lewis.]]&lt;br /&gt;
[[File:Lewis gun.JPG|thumb|none|500px|Lewis Gun - .303 British]]&lt;br /&gt;
&lt;br /&gt;
==Maxim MG 08/15==&lt;br /&gt;
Unusable [[Maxim MG08/15]]s are seen on the shooting range.&lt;br /&gt;
[[File:Maxim MG08-15.jpg|thumb|none|500px|Maxim MG08/15 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFVmaxim.jpg|thumb|600px|none|The Maxim on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is a medium machine gun in BFV, unlocked at Rank 1 of the Support class. It fires at 670 RPM, which is correct as the early MG34 has selectable fire rates in its pistol grip. The Light Bolt specialization bumps the fire rate up to 770 RPM, and can also be fitted with a 100 round belt or a 75-round ''Patronentrommel'' drum. The latter removes the top cover and has a faster reload time. &lt;br /&gt;
&lt;br /&gt;
It overheats at 50 rounds, when using a belt. Overheating the gun triggers a barrel change animation that shows the receiver pulled sideways and the glowing hot barrel replaced with a cooler one. If the drum magazine specialization is selected, the &amp;quot;chrome lining&amp;quot; (slower overheat) spec must also be selected; this raises the overheat threshold to 76 continuous rounds, meaning it's impossible to overheat the gun when using the 75-round magazine.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|500px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34 (1).jpg|thumb|none|600px|An MG34 on ''Twisted Steel''.]]&lt;br /&gt;
[[File:BFV MG34 (2).jpg|thumb|none|600px|Aiming down the sights with the bipod deployed. As with most iron sights in game, the rear notch is a bit more cropped open for gameplay purposes.]]&lt;br /&gt;
[[File:BFV MG34 (3).jpg|thumb|none|600px|Unlike the previous games, the charging handle is only pulled on empty reloads.]]&lt;br /&gt;
[[File:BFV MG34 (4).jpg|thumb|none|600px|Waving around the top cover while reloading.]]&lt;br /&gt;
[[File:BFV MG34 (5).jpg|thumb|none|600px|Dumping out a piping hot barrel in the barrel change animation. This Wehrmacht gunner forgot the memo to wear his wool gloves.]]&lt;br /&gt;
[[File:BFV MG34 (6).jpg|thumb|none|600px|Inserting a replacement barrel.]]&lt;br /&gt;
[[File:BFV MG34 (7).jpg|thumb|none|600px|The MG34 with the ''Patronentrommel'' saddle drum magazine.]]&lt;br /&gt;
[[File:BFV MG34 (8).jpg|thumb|none|600px|Removing the twin drums...]]&lt;br /&gt;
[[File:BFV MG34 (9).jpg|thumb|none|600px|...and replacing them with a new set.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42]] is a medium machine gun in BFV. Unlocked at Support Rank 20, it fires at 981 RPM (1200 RPM with Light Bolt specialization), making it the most uncontrollable gun yet fast to kill enemies when the bipod is deployed. It can handle 50 or 250 round belts depending on specialization equipped. When overheated, the player character uses a used brass casing to pull the hot barrel out and replace it with a new one.&lt;br /&gt;
&lt;br /&gt;
A special post-1943 muzzle brake for the MG42, shown in the book ''Tactical and Technical Trends'', No. 57, April 1945, is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of the MG42 and other weapons.&lt;br /&gt;
[[File:MG42.jpg|thumb|none|500px|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-mg42_1.jpg|thumb|600px|none|Picking up the MG42. Note the Sten commando fore grip and post-1943 muzzle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG KE7==&lt;br /&gt;
The [[SIG KE7]] light machine gun is used by the Support class at Rank 0. Seeing as the KE7 fires from an open bolt and also locks open when empty, the KE7's tactical and empty reloads are entirely identical, as there is never any need to touch the charging handle.&lt;br /&gt;
[[File:SIG KE7.jpg|thumb|500px|none|SIG KE7 with 25-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:BFV KE7 (1).jpg|thumb|600px|none|The SIG KE7 in game.]]&lt;br /&gt;
[[File:BFV KE7 (2).jpg|thumb|600px|none|View down the sights of the machine gun.]]&lt;br /&gt;
[[File:BFV KE7 (3).jpg|thumb|600px|none|Reloading the KE7.]]&lt;br /&gt;
[[File:BFV KE7 (4).jpg|thumb|600px|none|Deploying the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
The ground troop version of the [[Vickers K machine gun]] (Vickers G.O. No.2 Mk.1 Land Service) is added in the first Tides of War chapter as a MMG. It is called the VGO (Vickers Gas Operated), and fires from a 60-round drum magazine at 830 RPM, slightly lower than the real 900 RPM. &lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|500px|Vickers K Land Variant - .303 British]]&lt;br /&gt;
[[File:BFV VGO1.jpg|thumb|600px|none|Holding the Vickers K.]]&lt;br /&gt;
[[File:BFV VGO2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
[[File:BFV VGO3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:BFV VGO4.jpg|thumb|600px|none|Using the sights while deployed.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Gun=&lt;br /&gt;
&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can be used by the Recon class.&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|300px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[Image:BFV-Leucht1.jpg|thumb|600px|none|Holding the Flare Gun.]]&lt;br /&gt;
[[Image:BFV-Leucht2.jpg|thumb|600px|none|The gun ejects the spent round.]]&lt;br /&gt;
[[Image:BFV-Leucht3.jpg|thumb|600px|none|Loading a new round.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Enfield Grenade launcher==&lt;br /&gt;
The Enfield cup-type rifle grenade launcher mounted on a modified shortened [[SMLE]] model from the previous game (with the stock also sawn-off and wire wrapping around the gun like in [https://www.forgottenweapons.com/smle-rifle-grenade-launcher-video/ this example]) is a dedicated gadget called &amp;quot;Grenade Rifle&amp;quot;. It is used by the Assault and Medic classes, with the former using HE grenades and the latter using smoke grenades. The weapon functions differently from its previous gadget form in ''Battlefield 1'' and more like the [[Blanch-Chevallier Grenade Discharger]] from the ''Turning Tides'' expansion, with the reload process involving the player character inserting a grenade and a blank into their weapon.&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;
[[File:TJH38.jpg|thumb|none|500px|Cut-down Lee-Enfield No.1 Mk.III*- .303 British.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (1).jpg|thumb|600px|none|A soldier shows off his proto-Jawa blaster SMLE launcher.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (3).jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot; the SMLE.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (2).jpg|thumb|600px|none|Reloading. Ejecting a spent cartridge.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|Inserting an M18 smoke grenade...]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (5).jpg|thumb|600px|none|... and dropping in a Mills bomb in the HE version.]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (6).jpg|thumb|600px|none|Putting another blank in the chamber. Since this rifle is permanently configured to fire rifle grenades, it is not really clear why the magazine isn't just loaded with more blanks instead to simplify the reloading process.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is an anti-tank gadget for the Assault class. In the single player stories, it is heavily used by both sides, including American soldiers in &amp;quot;The Last Tiger.&amp;quot; The Panzerfaust's iron sights could be used during the beta, and could be zeroed like a rifle, but they were removed in the release version, with the aim down sights function replaced with a slight zoom.&lt;br /&gt;
&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead.]]&lt;br /&gt;
[[Image:BFV-pf1.jpg|thumb|600px|none|Holding the Panzerfaust.]]&lt;br /&gt;
[[Image:BFV-pf2.jpg|thumb|600px|none|Throwing away the empty tube.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
A German soldier is seen carrying a [[Panzerschreck]] in the reveal trailer.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] is available as an Assault class gadget at Rank 11. It can also be used as a mortar due to the projectile drop being similar to a mortar.&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[Image:BFV-piat1.jpg|thumb|600px|none|Holding the PIAT.]]&lt;br /&gt;
[[Image:BFV-piat2.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Sturmpistole==&lt;br /&gt;
The [[Sturmpistole]] is an available gadget for the Support class, named &amp;quot;AT Grenade Pistol&amp;quot;, firing Panzerwurfkörper 42 LP grenades.&lt;br /&gt;
[[Image:Sturmpistole.jpg|thumb|none|400px|Sturmpistole]]&lt;br /&gt;
[[Image:BFV-sturmpis1.jpg|thumb|600px|none|The Sturmpistole in-game.]]&lt;br /&gt;
[[Image:BFV-sturmpis2.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[Image:BFV-sturmpis3.jpg|thumb|600px|none|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
A [[Luftfaust]] is seen in promotional materials.&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==Wechselapparat M1917==&lt;br /&gt;
In single player, German flame-thrower wielding troops are armed with a bastardization of the wand of a [[Flammenwerfer M.16#Wechselapparat M1917|Wechselapparat M1917]] from ''BF1'' and what appears to be fuel tanks from a [[M2 Flamethrower]]. Presumably this contraption is a stand-in for the [[Flammenwerfer 35]]. Similar to the Wechselapparat M1917-using Flame Troopers in ''Battlefield 1'', enemy soldiers armed with this flamethrower are more resistant to gunfire than standard infantry, though this time they do not wear any visible armor. &lt;br /&gt;
[[Image:Wex_flam.jpg|thumb|none|400px|Wechselapparat ''Wex'' M1917 - flamethrower.]]&lt;br /&gt;
[[Image:M2 Flamethrower.jpg|thumb|none|300px|M2A1-2 Flamethrower]]&lt;br /&gt;
[[File:Flammenwerfer41-05.jpg|thumb|none|205px|Flammenwerfer 35 for comparison]]&lt;br /&gt;
[[File:BFV Wex (1).jpg|thumb|none|600px|Deme takes a moment to wonder what the hell this German is armed with.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
The [[Mills Bomb]] is the standard grenade for the British Empire.&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:BFV Millsbomb.jpg|thumb|none|600px|Holding a Mills on the &amp;quot;Devastation&amp;quot; level.]]&lt;br /&gt;
[[Image:BFV-mills1.jpg|thumb|600px|none|Three Mills bombs on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Mk. II frag grenade==&lt;br /&gt;
Some [[Mk 2 hand grenade]]s are seen in the reveal trailer.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 High-Explosive fragmentation hand grenade.]]&lt;br /&gt;
[[Image:BFV-icon.jpg|thumb|600px|none|]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 Smoke Grenade]] is the smoke grenade for both factions. Its appearance in a World War II setting is anachronistic as it was introduced just postwar in reality. A more period appropriate smoke grenade would have been the M16. The M18 is also launched out of the smoke-grenade firing SMLE Cup Launcher.&lt;br /&gt;
&lt;br /&gt;
It is also found on the Royal Motivations outfit.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:BFV SMLEcuplauncher (4).jpg|thumb|600px|none|The M18 Smoke Grenade as seen in the reloading process of the Smoke Grenade Launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
A [[Model 24 Stielhandgranate]] is the Frag Grenade for Germany. A bundled charge version is available as the &amp;quot;Anti-Tank Bundle Grenade&amp;quot;, this time placed as an option in the grenade slot instead of a gadget like in BF1.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:M24 geballte ladung.jpg|thumb|none|300px|Model 24 &amp;quot;Geballte Ladung&amp;quot; (&amp;quot;Bundled Charge&amp;quot;), a common improvised version of the Model 24 consisting of one complete grenade bundled together with six grenade heads, creating a more powerful charge]]&lt;br /&gt;
[[Image:BFV-stick1.jpg|thumb|600px|none|Three Stick grenades in-game.]]&lt;br /&gt;
[[Image:BFV-geballte1.jpg|thumb|600px|none|A geballte Ladung in-game.]]&lt;br /&gt;
[[File:BFV Steilhandgranate.jpg|thumb|none|600px|A M24 Stielhandgranate in idle.]]&lt;br /&gt;
[[File:BFV Geballte Ladung.jpg|thumb|none|600px|Preparing to deliver a nasty surprise on a Kubelwagen with a Geballte Ladung.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Model 39 Eihandgranate==&lt;br /&gt;
The [[Model 39 Eihandgranate]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Germans.&lt;br /&gt;
[[File:M39 Eihandgranate.JPG|thumb|none|200px|The Model 39 Eihandgranate hand grenade]]&lt;br /&gt;
[[File:BFV Eihandgranate.jpg|thumb|none|600px|Holding an Eihandgranate.]]&lt;br /&gt;
[[Image:BFV-egg1.jpg|thumb|600px|none|Throwing the Egg Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==No. 69 High-Explosive Grenade==&lt;br /&gt;
The [[No. 69 High-Explosive Grenade]] appears as the &amp;quot;Impact Grenade&amp;quot; for the Allies.&lt;br /&gt;
[[File:69grenade.jpg|thumb|none|200px|No. 69 MK. 1 High-Explosive hand grenade]]&lt;br /&gt;
[[File:BFV No69HE.jpg|thumb|none|600px|Holding a No. 69 HE grenade.]]&lt;br /&gt;
[[Image:BFV-no69.jpg|thumb|600px|none|The No. 69 in the air.]]&lt;br /&gt;
&lt;br /&gt;
==No. 74 ST Grenade==&lt;br /&gt;
The [[No. 74 ST Grenade]] is an available grenade.&lt;br /&gt;
[[File:Grenade Hand No 74 The Sticky Bomb.jpg|thumb|none|300px|No. 74 MK. 1 Anti-Tank Grenade S.T. &amp;quot;Sticky Bomb&amp;quot;]]&lt;br /&gt;
[[File:BFV No74 ST.jpg|thumb|none|600px|Holding a No. 74 Grenade with the protective sphere cracked open.]]&lt;br /&gt;
&lt;br /&gt;
==No. 76 Incendiary Grenade==&lt;br /&gt;
The &amp;quot;Incendiary Grenade&amp;quot; available to both factions is labeled as the ''No. 76 Incendiary Grenade'', an official Molotov cocktail mixed from white phosphorous and benzene for the British Home Guard during the war.&lt;br /&gt;
[[Image:BFV No76.jpg|thumb|600px|none|A No. 76 Incendiary Grenade in-game.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] appears as a default gadget for the Recon class and is unlockable for all classes.&lt;br /&gt;
[[File:Schrapnellmine 35 mine.jpg|thumb|none|300px|S-Mine 35]]&lt;br /&gt;
[[Image:BFV-smine1.jpg|thumb|600px|none|A S-Mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] is a gadget available for the Assault and Support class. The mine also rather comically serves as the &amp;quot;head&amp;quot; of the targets in the Practice Range resulting in explosive headshots.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[Image:BFV-tellermine1.jpg|thumb|600px|none|Holding the AT-Mine.]]&lt;br /&gt;
[[Image:BFV-tellermine2.jpg|thumb|600px|none|The mine on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==2cm FlaK 38==&lt;br /&gt;
[[2cm FlaK 38]] AA guns can be used in the game. The Flakvierling 38 variant is mounted on the &amp;quot;Wirbelwind&amp;quot; AA tank.&lt;br /&gt;
[[file:Flak38single.jpg|thumb|none|350px|2 cm FlaK 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[Image:BFV-flak38_1.jpg|thumb|600px|none|A FlaK 38 firing while being towed, something that is actually possible in regular gameplay in BFV.]]&lt;br /&gt;
[[Image:BFV-flak38_2.jpg|thumb|600px|none|The FlaK 38 in-game.]]&lt;br /&gt;
[[Image:BFV-flak38_3.jpg|thumb|600px|none|Manning the FlaK.]]&lt;br /&gt;
[[File:Flak38.jpg|400px|thumb|none|An original Flakvierling 38.]]&lt;br /&gt;
[[Image:BFV-flak38_4.jpg|thumb|600px|none|The Flakvierling.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] AT gun is the standard AT gun for the Germans.&lt;br /&gt;
[[Image:7,5 cm-Pak 40.jpg|thumb|none|400px|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[Image:BFV-pak1.jpg|thumb|600px|none|A PaK 40 in-game.]]&lt;br /&gt;
[[Image:BFV-pak2.jpg|thumb|600px|none|Manning the gun.]]&lt;br /&gt;
[[Image:BFV-pak3.jpg|thumb|600px|none|Using the telescopic sight.]]&lt;br /&gt;
[[Image:BFV-pak4.jpg|thumb|600px|none|Loading a new shell.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Flak==&lt;br /&gt;
Several 8.8 cm FlaKs can be seen on multiplayer maps and in the second chapter of the Tirailleur champaign.&lt;br /&gt;
[[Image:BFV-flak1.jpg|thumb|600px|none|A covered FlaK on &amp;quot;Fjell 652&amp;quot;.]]&lt;br /&gt;
[[Image:BFV-flak2.jpg|thumb|600px|none|A FlaK in the campaign.]]&lt;br /&gt;
&lt;br /&gt;
==21 cm-Mörser 18==&lt;br /&gt;
Several German 21-cm-Mörser 18 howitzers can be used and destroyed in the &amp;quot;Grand Operation&amp;quot; multiplayer mode.&lt;br /&gt;
[[Image:BFV-Mörser1.jpg|thumb|600px|none|Mörser 18 in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on a British tanks.&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-Besa.jpg|thumb|600px|none|The Besa in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk 1==&lt;br /&gt;
Several British vehicles have [[Bren Gun]]s with drum magazines mounted for anti-infantry use.&lt;br /&gt;
[[File:Bren gun.JPG|thumb|none|450px|Bren Mk 1 - .303 British]]&lt;br /&gt;
[[Image:BFV-Besal1.jpg|thumb|600px|none|The mounted Bren in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
The [[Bofors 40mm]] is mounted on the British Valentine AA tank.&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|350px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American Sherman tanks in &amp;quot;The Last Tiger&amp;quot; War Story have [[Browning M2HB]] machine guns in their turret pintle mounts.&lt;br /&gt;
[[File:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:BFV M2HB (1).jpg|thumb|none|600px|A 76mm armed Sherman tank foolishly takes &amp;quot;Stefan&amp;quot; head on. Note the Calliope tank in the bankground.]]&lt;br /&gt;
[[File:BFV M2HB (2).jpg|thumb|none|600px|A row of the up-armored Sherman's driving through a cinema scene.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
The Allied counterpart to the PaK 40 is the British Ordnance QF 6-pounder Anti-Tank gun.&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[Image:BFV-qf1.jpg|thumb|600px|none|Rear View of the AT gun.]]&lt;br /&gt;
[[Image:BFV-qf2.jpg|thumb|600px|none|Front View.]]&lt;br /&gt;
[[Image:BFV-qf3.jpg|thumb|600px|none|Using the sight.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
An [[MG34]] machine gun with saddle drum magazines can be seen mounted on top of German vehicles, and the ''Panzerlauf'' variant is mounted in the hulls and coaxial mounts of the Panzer 38, Panzer IV, and Tiger I tanks.&lt;br /&gt;
[[Image:MG34 Patronentrommel34.jpg|thumb|none|400px|MG34 with 75 round saddle drum magazine Patronentrommel 34 - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Mg34hb.jpg|thumb|none|400px|MG34 Panzerlauf with stock fitted - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:BFV MG34Panzerlauf.jpg|thumb|none|600px|The coaxial-mounted MG34 in ''Stefan's'' turret can be seen just behind Müller's hat.]]&lt;br /&gt;
&lt;br /&gt;
==Oerlikon 20mm Cannon==&lt;br /&gt;
The Valentine AA tank can be upgraded with [[Oerlikon 20 mm Cannon|Oerlikon 20mm Cannon]]s.&lt;br /&gt;
[[Image:20mm Oerlikon Cannon.jpg|thumb|none|400px|Oerlikon Cannon - 20mm.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk 1==&lt;br /&gt;
The [[Vickers]] Machine Gun is a buildable stationary heavy MG for both factions. It uses the same base model/animations as its ''Battlefield 1'' version, however, its &amp;quot;visual recoil&amp;quot; (sight misalignment while firing) has been drastically reduced to the point of effectively being gone, as with all other guns in BFV.&lt;br /&gt;
&lt;br /&gt;
The bulbous post-1940 Mark II blast deflector for the Vickers is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun - .303 British - .303 British]]&lt;br /&gt;
&lt;br /&gt;
==ZB-53 / Vz.37==&lt;br /&gt;
The Czech [[ZB-53 / Vz.37]] is mounted on the Panzer 38(t).&lt;br /&gt;
[[File:ZB-53.jpg|thumb|none|400px|ZB 53 / Vz.37 machine gun on tripod - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:BFV-zb.jpg|thumb|600px|none|The MG 37 (T) mounted on the tank.]]&lt;br /&gt;
&lt;br /&gt;
=Cosmetic Modifications=&lt;br /&gt;
&lt;br /&gt;
The following weapons do not appear as full weapons, and only parts of them appear as cosmetic modifications in BFV.&lt;br /&gt;
&lt;br /&gt;
==Colt Monitor==&lt;br /&gt;
The cutts compensator from a Colt Monitor is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
[[Image:Coltmonitor.jpg|500px|thumb|none|Colt R80 Monitor with Cutts Compensator - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk V==&lt;br /&gt;
The Sten Mk V barrel shroud and front sights are featured as the &amp;quot;Peacekeeper&amp;quot; visual modification of the Sten's &amp;quot;barrel&amp;quot; component.&lt;br /&gt;
[[Image:Sten Mk5 without vertical grip.jpg|thumb|none|400px|Sten Mk V - 9x19mm without vertical grip.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk I==&lt;br /&gt;
The Sten Mk I muzzle and stock are featured as the &amp;quot;Peacekeeper&amp;quot; visual modifications of the Sten's &amp;quot;muzzle&amp;quot; and &amp;quot;stock&amp;quot; components. The Mk I muzzle is also a visual modification used with many other weapons.&lt;br /&gt;
[[Image:Sten MkI.jpg|thumb|none|400px|Sten Mk I - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==M3 Grease Gun==&lt;br /&gt;
An M3 Grease Gun muzzle flash hider is available as a visual modification of the &amp;quot;muzzle&amp;quot; component of various weapons.&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&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>HashiriyaR32</name></author>
	</entry>
</feed>