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	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=Counter-Strike:_Source&amp;diff=994391</id>
		<title>Counter-Strike: Source</title>
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		<updated>2016-01-11T03:55:52Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Glock 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Counter Strike: Source &lt;br /&gt;
|picture = CSS.JPG&lt;br /&gt;
|caption =  ''Official Box Art''&lt;br /&gt;
|series= [[Counter Strike (disambiguation)|Counter-Strike]]&lt;br /&gt;
|date= 2004&lt;br /&gt;
|developer=Valve Corporation&lt;br /&gt;
|platforms=Microsoft Windows (PC) / Mac OS X&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;
'''The following weapons are used in the online multiplayer game ''Counter Strike: Source'''''&lt;br /&gt;
&lt;br /&gt;
== Pistols ==&lt;br /&gt;
&lt;br /&gt;
=== Glock 17 ===&lt;br /&gt;
&lt;br /&gt;
The [[Glock 17]] is called &amp;quot;9X19 Sidearm&amp;quot; in the game. It has the ability to fire not only in semi-automatic, but as well as 3-round burst fire mode. The Glock 17 was one of the first pistols added in beta 1 of the original Counter Strike mod for the first Half-Life. The factual inaccuracy comes in that the Glock 1] can fire only in semi-auto, and it can't be a [[Glock 18]] because it lacks the fire-selector and a real Glock 18 can only fire in semi and full-auto. The gun itself holds (an incorrect) 20 rounds yet is underpowered compared to other handguns in the game. This gun is standard issue for Terrorists. This is more of a 'spray and pray' type of gun as it has very little recoil and reloading takes very little time. Although, this gun has a very large bullet spread when fired rapidly. Being a &amp;quot;terrorist&amp;quot; weapon an auto or burst mode is hardly surprising, as legality is not a factor. &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|400px|Glock 17 (2nd Gen) - 9x19mm]]   &lt;br /&gt;
[[Image:Hl2 2010-04-04 20-40-59-73.jpg|thumb|none|600px|Glock 17 in the game]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 20-40-39-59.jpg|thumb|none|600px|The Glock 17 being fired]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 20-41-12-50.jpg|thumb|none|600px|The Glock 17 being reloaded]]&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch USP45 Tactical ===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP#Heckler &amp;amp; Koch USP Tactical|H&amp;amp;K USP45 Tactical]] comes with a suppressor and is standard issue for Counter-Terrorist. It can be fired just as fast as the [[FN Five-seveN]] and the [[Glock 17|G17]], although it only has 12 rounds. Aiming at the chest/head will lead to a kill within 2-3 rounds. Used in conjunction with the &amp;quot;Maverick M4A1,&amp;quot; &amp;quot;Schmidt Machine Pistol&amp;quot; and the sniper rifles to maintain stealth. Interestingly, the in game icon is that of a standard USP.&lt;br /&gt;
[[Image:Hk-usp45tac.jpg|thumb|none|400px|H&amp;amp;K USP Tactical - .45 ACP]] &lt;br /&gt;
[[Image:Hl2 2010-04-04 21-31-18-40.jpg|thumb|none|600px|The USP .45 ACP Tactical sans sound suppressor. A nice touch, is the safely actually off, sometimes rare in video games. Note the standard USP icon.]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-31-30-35.jpg|thumb|none|600px|The USP, being fitted with aforementioned suppressor attachment]]&lt;br /&gt;
&lt;br /&gt;
=== SIG-Sauer P228 ===&lt;br /&gt;
&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG P228|SIG-Sauer P228]], called the .228 Compact in the game, is a mid-range gun with moderate power and accuracy. It holds 13 rounds which are quite effective on Kevlar armour. This gun comes with no extra attachments or firing modes. It is chambered in-game as a .357 SIG model, as opposed to .40 S&amp;amp;W or 9mm Luger. Technically, that makes it a [[SIG-Sauer P220 pistol series#SIG P229|SIG-Sauer P229]].&lt;br /&gt;
[[Image:Sig-Sauer-P228.jpg|none|thumb|400px|SIG-Sauer P228 - 9x19mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-31-44-13.jpg|none|thumb|600px|The SIG-Sauer P228 in Counter-Strike]]&lt;br /&gt;
&lt;br /&gt;
=== IMI/Magnum Research Desert Eagle Mark XIX ===&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]] is renamed as the Night Hawk 50c in game (although the model files refer to it as the 'Deagle'). It's extremely powerful as far as handguns go but only carries seven rounds in a magazine. Good backup for aggressive snipers because of its high power. Also, while it is chambered in .50 AE in game (see screenshots), the pistol appears to have a fluted barrel, which would make it the .357 or the .44 magnum version of the Desert Eagle. It is odd that this gun would be in this game because no police or military forces have (or ever for that matter) used the Desert Eagle in any of its variants/calibers.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|none|450px|IMI Desert Eagle Mark XIX with brushed chrome - .50 Action Express]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-32-16-11.jpg|thumb|none|600px|The 'Deagle' in game. (Note the fluted barrel)]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 20-42-57-86.jpg|thumb|none|600px|The 'Deagle' being fired.]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-32-23-26.jpg|thumb|none|600px|The 'Deagle' being reloaded.  The slide stop is animation is inverted.  Note the inverted Magnum Research trademarks on the slide and the little '50AE' engraving on the tip of the gun. The fluted barrel is also quite clearly shown.]]&lt;br /&gt;
&lt;br /&gt;
=== Fabrique Nationale Five-seveN === &lt;br /&gt;
&lt;br /&gt;
The [[FN Five-seveN]], called the &amp;quot;ES Five-Seven&amp;quot; in the game, is fairly accurate but with a very low power. It holds 20 rounds and is capable of rapid fire if you tap the mouse fast enough. This gun is only available to Counter Terrorists. The in-game model suggests that this is the first-generation model that had the &amp;quot;P90 style&amp;quot; trigger guard and lack of an accessory rail (without aftermarket modifications). The slide serrations of the in-game model also suggest that this is a first-generation model.&lt;br /&gt;
[[Image:FN-Five-seveN.jpg|none|thumb|400px|First generation FN Five-seveN - 5.7x28mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-44-36-01.jpg|none|thumb|600px|The Five-seveN in CS:S]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-44-50-75.jpg|none|thumb|600px|The Five-seveN being reloaded.  Note how only half of the slide is animated.  This is also true for the shooting animation.]]&lt;br /&gt;
&lt;br /&gt;
=== Beretta 92G Elite II ===&lt;br /&gt;
&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92G Elite II|Beretta 92G Elite II]] is a dual-wielded weapon and is called the '.40 Dual Elite' in the game, despite being chambered for 9mm. The guns are only available to the Terrorist faction, where they are used as back up sidearms but are sometimes used as primary in the first three rounds. The guns themselves are more aesthetically pleasing weapons than the others and hold 15 rounds each. The guns are medium range, medium power and can take up to 4 rounds to kill. With there being 2 guns, reloading is slow and are the most expensive handguns in the game. &lt;br /&gt;
[[Image:Beretta92GEliteII.jpg|thumb|none|400px|Beretta 92G Elite II - 9x19mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-32-48-53.jpg|thumb|none|600px|Dual Beretta 92G Elite II's. Notice that the one in the left hand is converted to be operated by a leftie, with a different slide release.]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-33-37-28.jpg|thumb|none|600px|Mid-way through the excessive reload animation for the Berettas. As the player looks around at frozen time, he wonders how ammunition is being loaded into the barrels of his pistols as there is no spring or feeding plate, as well as no curves at the top of the mag to keep said ammunition in place.]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-33-21-21.jpg|thumb|none|600px|A nice detail is that, when you have a single bullet remaining, the slide of the right gun remains locked back.]]&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
=== Benelli M3 Super 90 ===&lt;br /&gt;
&lt;br /&gt;
The pump-action-only version of the [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]] in CS called the 'Leone 12 Gauge Super'. It is a very underused weapon, which is very deadly up close. Like the M4 Super 90, it is best used in close quarters combat. The range, however, is short. Reloading is the same process with the M4, with the exception that the M3 can hold 8 rounds, compared with the M4's 7. One feature that is not included in the game, however, is the ability to switch from pump action to semi-automatic operation, which can be done with the real life counterpart.&lt;br /&gt;
There is a bit of a goof when pumping the M3: The tip of the mounted flashlight remains stationary, but the shaft stretches out with the pump.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli m3-1-.jpg|thumb|none|500px|Benelli M3 Super 90 - 12 Gauge.]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-33-52-38.jpg|thumb|none|600px|The 12 Gauge in Counter Strike, which has a tactical flashlight embedded into the foregrip (purely cosmetic, however.)]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-34-07-94.jpg|thumb|none|600px|The Super being reloaded (reminiscent of the Crysis weapon modification stance).]]&lt;br /&gt;
&lt;br /&gt;
=== Benelli M4 Super 90 ===&lt;br /&gt;
&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] is called the 'XM1014' in Counter-Strike. It is a rapid firing 12 gauge shotgun used by both Terrorists and Counter Terrorists. It's a semi-automatic (but fires so quickly it appears to be fully automatic) and is best utilized in close quarter combat, as it has a short range but is very powerful. As you'd expect from a shotgun, full reloading of 7 shells takes a long time. However, the gun can be reloaded quickly after 2-3 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 with 7-shot tube - 12 Gauge]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-34-24-66.jpg|thumb|none|600px|The XM1014 in Counter-Strike: Source]]&lt;br /&gt;
&lt;br /&gt;
== Submachine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== Steyr TMP ===&lt;br /&gt;
&lt;br /&gt;
The [[Steyr TMP|TMP]] is a rapid firing, short ranged weapon available only to the Counter Terrorists, named the 'Schmidt Machine Pistol' in game. It is a weak gun, but has a high rate of fire and can kill within 4 rounds at close range. The Counter Strike version features a non removable silencer which takes the power from the rounds but makes it almost silent. Used in conjunction with the H&amp;amp;K USP45 Tactical to maintain stealth.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|none|400px|Steyr TMP - 9x19mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-45-08-80.jpg|thumb|none|600px|The TMP in Counter Strike. Note the attached (and hard to miss) silencer.]]&lt;br /&gt;
&lt;br /&gt;
=== Ingram MAC-10 ===&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] is a powerful but inaccurate terrorist weapon. Its short range, high power and fast rate of fire makes it a very underestimated weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|none|350px|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-34-51-45.jpg|thumb|none|600px|MAC-10 in game]] &lt;br /&gt;
[[Image:Hl2 2010-04-04 21-35-10-52.jpg|thumb|none|600px|The MAC-10 during a mag change. If you look closely at the lower receiver you can see a error in the trade marks stating it's chambered in .380, even though it's obviously a M-10 chambered in .45 ACP.]]&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch MP5N ===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5|H&amp;amp;K MP5N]] is another highly used weapon in the game, due to its fast rate of fire, quick reloading and good accuracy. Not as powerful as the more expensive rifles, but for the early rounds it is a safe buy. &lt;br /&gt;
&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|450px|H&amp;amp;K MP5N - 9x19mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-35-19-59.jpg|thumb|none|600px|The MP5N in Counter Strike]]&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch UMP45 ===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|UMP45]] offers high accuracy and range what makes this a more powerful parallel to the MP5N, but holding only 25 rounds and a very slow rate of fire makes this a gun that's only used by players who are experienced with it or who are new to the game and do not know about its drawbacks. The charging handle incorrectly locks back on its own before reloading. A goof exists in the weapon's model; it is shown set to &amp;quot;safe&amp;quot;, yet somehow fires fully automatic.&lt;br /&gt;
&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|450px|H&amp;amp;K UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-35-51-36.jpg|thumb|none|600px|The UMP45 in Counter-Strike.]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-36-00-82.jpg|thumb|none|600px|The UMP45 being reloaded. Note selector switch set to &amp;quot;safe&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=== Fabrique Nationale P90 ===&lt;br /&gt;
&lt;br /&gt;
The 50-round magazine size of the [[FN P90]] gives an advantage to the other sub machine guns featured. The gun's medium-short range and medium power makes this a great close quarter action gun. In its specs, it inaccurately lists that it uses .338 Lapua Magnum rounds, while in reality it shoots a 5.7mm round (This has since been corrected in a recent update).&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90.jpg|thumb|none|450px|FN P90 - 5.7x28mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-36-09-29.jpg|thumb|none|600px|The P90 in Counter Strike]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-36-24-74.jpg|thumb|none|600px|The P90 being reloaded]]&lt;br /&gt;
&lt;br /&gt;
== Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== IMI Galil ARM ===&lt;br /&gt;
&lt;br /&gt;
The [[Galil|IMI Galil ARM]], called the &amp;quot;IDF Defender&amp;quot; in-game, is another gun which is considered a safe buy when money is an issue. Its 35-round magazine gives the player an extra edge when in an intense battle. The weapon has a medium range and less power than other rifles (such as the AK-47). Unlike the AK-47, the Galil's recoil can be more controllable and spraying a little more accurate. This gun is available to Terrorists only. The Galil in the game is the ARM variant as noted by its carry handle, heavy barrel, bipod and square-shaped hand guard. For some odd reason, it is shown with a maximum ammo count of 90 rounds, despite using a 35 round magazine. This would mean that the weapon comes with two full magazines and a 25 round magazine rather than than three full magazines totaling 105 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|none|500px|Galil ARM - 5.56x45mm NATO.]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-38-02-78.jpg|thumb|none|600px|The Galil ARM in Counter-Strike.]]&lt;br /&gt;
&lt;br /&gt;
=== GIAT FAMAS F1 ===&lt;br /&gt;
&lt;br /&gt;
The [[FAMAS|FAMAS F1]] F1 is a low cost rifle for the Counter Terrorist. It is fairly cheap to buy, with an accurate 3-round burst fire and medium power. When used in full auto mode, the gun is fairly inaccurate, with the gun better used in close quarter combat. Despite having a 25 round magazine, it's max ammo capacity is 90 rounds. This translates to three full magazines and a 15 round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-45-53-90.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Izhmash AK-47 ===&lt;br /&gt;
&lt;br /&gt;
Appears as the &amp;quot;CV-47&amp;quot; in the game. The [[AK-47]] can shoot through very thin walls and doors and is seen as a safe buy due to its cheap and effective build. It is standard issue (if you have the correct funds) for all terrorists. The gun has a very large bullet spread when firing full auto, but is almost pinpoint accurate when firing single shots. &lt;br /&gt;
&lt;br /&gt;
[[Image:AK47-PolyTechLegend.jpg|thumb|none|500px|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-38-33-62.jpg|thumb|none|600px|The AK-47 in Counter Strike]]&lt;br /&gt;
&lt;br /&gt;
=== Steyr Scout === &lt;br /&gt;
&lt;br /&gt;
The [[Steyr Scout]] (called &amp;quot;Schmidt Scout&amp;quot; in game) is the cheapest bolt action sniper rifle in the game which occasionally misses but, being a sniper rifle, has a very long range and very good accuracy. It has medium-high power and 10 round magazine. Pretty much useless in close quarter combat unless the player is extremely skilled in no-scoping. The in-game model appears to be that of the First-Generation Steyr Scout, distinguishable by how the scope is mounted towards the front of the rifle, rather than in the back like most sniper rifles are.&lt;br /&gt;
&lt;br /&gt;
[[Image:Scout.jpg|thumb|none|500px|Steyr Scout - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-39-02-11.jpg|thumb|none|600px|The Scout in Counter Strike]]&lt;br /&gt;
&lt;br /&gt;
=== Colt M4A1 ===&lt;br /&gt;
&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1 Carbine]] (referred to in game as the &amp;quot;Maverick M4A1&amp;quot;) is the most used weapon in the game and is only available to Counter Terrorists. The gun has an optional sound suppressor which decreases the power a little. Overall, some regard it as the best weapon in the game due to its high power and accuracy. Burst firing allows the gun to reach a long distance. The gun is very effective when running and shooting, offering well balanced characteristics with controllable recoil. Used in conjunction with the H&amp;amp;K USP .45 ACP Tactical to maintain stealth&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 Carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-46-20-77.jpg|thumb|none|600px|The M4A1 in Counter Strike]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-46-36-21.jpg|thumb|none|600px|The M4A1 with optional silencer attached.  Note that it doesn't actually cover the flash hider.]]&lt;br /&gt;
&lt;br /&gt;
=== SIG SG 552 === &lt;br /&gt;
&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SG 552]] (called the 'Krieg 552') features an early-model ACOG scope, fast rate of fire and long, single shot range. As a result, it is used widely by those which are new to the game. The fast rate of fire allows the gun to drain the 30 round magazine in seconds with average accuracy. When firing in full auto, the range and accuracy remains average, even when using the scope. However, when using the scope and firing in semi auto, it is surprisingly accurate with a very long range. The gun is only available to the Terrorists.&lt;br /&gt;
&lt;br /&gt;
[[Image:SIG_SG552.jpg|thumb|500px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-39-41-10.jpg|thumb|none|600px|The 'Krieg Commando 552' in Counter Strike]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-39-59-31.jpg|thumb|none|600px|The 'Krieg' being reloaded.  The magazine stops going in as soon as it reaches the mag well.]]&lt;br /&gt;
&lt;br /&gt;
=== Steyr AUG A1 ===&lt;br /&gt;
&lt;br /&gt;
The [[Steyr AUG|AUG A1]] is a very powerful long range weapon similar to the Terrorist's [[SIG_SG_550#SIG_SG_552|SG 552]]. Called &amp;quot;Bullpup&amp;quot; in the game, its scope allows the player to zoom in close to a far way opponent and get a hit 70% of the time. Doesn't have as higher rate of fire as the SG 552, but is just as powerful, if not more. This gun is only available to Counter Terrorists. It is also worth noting that the AUG in the game is shown being chambered in 7.62 according to the HUD, vs the A1 using 5.56 in reality. The in game model is also glitched, as it shows the bolt handle not being connected to the gun when reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG - 5.56x45mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-46-52-17.jpg|thumb|none|600px|The AUG in Counter Strike]]&lt;br /&gt;
&lt;br /&gt;
=== SIG SG 550 ===&lt;br /&gt;
&lt;br /&gt;
Apart from a bigger magazine and less power, the [[SIG SG 550#SIG SG 550|SIG SG 550]] is pretty much the same as the Terrorist's G3SG/1. Features a scope and only available to Counter Terrorists. Called Krieg 550 in the game. All SIG's are changed to Krieg, just like all HK's are changed to KM.&lt;br /&gt;
&lt;br /&gt;
[[Image:550sniper.jpg|thumb|none|501px|SIG SG 550 SR - 5.56x45mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 22-26-15-64.jpg|thumb|none|600px|The SIG SG 550 in counter strike]]&lt;br /&gt;
&lt;br /&gt;
=== Accuracy International Arctic Warfare Super Magnum ===&lt;br /&gt;
&lt;br /&gt;
Known in game as the Magnum Sniper Rifle, the [[Accuracy International Arctic Warfare series|Accuracy International Arctic Warfare Super Magnum]] is undoubtedly the most powerful weapon within the game, offering long range, near pinpoint accuracy. One shot anywhere on the opponents body will almost always lead to a kill. However, like the Scout, this gun is useless in close quarter combat. &lt;br /&gt;
&lt;br /&gt;
''Contrary to popular belief, the Arctic Warfare Police (AWP) is not offered in .338 Lapua or with a green receiver. The common reference to this rifle as an AWP (Arctic Warfare Police), is misguided. The biggest reason for this is due to the fact that it so closely resembles the AWP, and because the game's internal files refer to it as such.'' [http://www.ketmer.com/ai/defense/awm/index.htm]&lt;br /&gt;
&lt;br /&gt;
[[File:AWSM fixed.jpg|thumb|none|500px|Accuracy International AWSM with fixed stock - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-40-15-31.jpg|thumb|none|600px|The AWSM in Counter Strike. Note the incorrect 10-round capacity on the HUD.]]&lt;br /&gt;
[[File:AI AWP.jpg|thumb|none|500px|The Arctic Warfare Police model, for comparison. Note the black finish (only available on the AWP), and that this model doesn't have the muzzle break, unlike the one in the game does.]]&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch G3SG/1 ===&lt;br /&gt;
&lt;br /&gt;
The Terrorist's exclusive semi-auto sniper rifle is the [[Heckler &amp;amp; Koch G3#H&amp;amp;K G3SG/1|Heckler &amp;amp; Koch G3SG/1]]. Holding 20 rounds, the medium-high power and long range is not as effective as the bolt action rifles on a large, open map. Instead, this gun should be used in small or medium sized maps, with its point-and-shoot characteristics more suited to close quarter combat. &lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KSG1.jpg‎ |thumb|none|500px|Heckler &amp;amp; Koch G3SG/1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 22-14-55-82.jpg|thumb|none|600px|The G3SG/1 in Counter Strike]]&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== Fabrique Nationale M249-E2 SAW ===&lt;br /&gt;
&lt;br /&gt;
The M249 Para (actually a [[M249|M249-E2 SAW]] with out a stock) is a 100 round defensive weapon, with a very powerful short range configuration. Its large spread over a large area leaves this gun better suited to close quarter combat. The gun is the most expensive weapon in the game, costing $5750. When shooting this gun just one round at a time, it is surprisingly accurate.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|M249-E2 SAW - 5.56x45mm]]&lt;br /&gt;
[[Image:Hl2 2010-04-04 21-48-17-06.jpg|thumb|none|600px|The M249-E2 SAW in the game Counter Strike]]&lt;br /&gt;
&lt;br /&gt;
=== Browning M2HB ===&lt;br /&gt;
A [[Browning M2HB]] can be seen mounted on an armored vehicle in the Inferno and Piranesi maps.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[Image:CSS-M2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Grenades==&lt;br /&gt;
=== M26 Frag Grenade ===&lt;br /&gt;
The [[M26 hand grenade]] is the resident fragmentation grenade in the game. However, the game calls it an HE (High Explosive) grenade, and it acts like one as well, having no shrapnel.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 HE Frag hand grenade]]&lt;br /&gt;
[[Image:CSS-M26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade ===&lt;br /&gt;
[[M18 smoke grenade]]s can be used by the player to lay down smoke screens.&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[Image:CSS-M18.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
===Mk 2 Hand Grenade ===&lt;br /&gt;
While the [[Mk 2 hand grenade]]s are not usable, they can be seen on various ''Steam'' achievements.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 grenade]]&lt;br /&gt;
[[Image:CSS-Mk2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Counter Strike (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
'''Video Games:'''&lt;br /&gt;
* ''[[Counter-Strike]]''&lt;br /&gt;
* ''[[Counter-Strike: Condition Zero]]''&lt;br /&gt;
* ''[[Counter-Strike: Source ]]''&lt;br /&gt;
* ''[[Counter-Strike Online ]]''&lt;br /&gt;
* ''[[Counter-Strike: Global Offensive ]]''&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=No_More_Room_In_Hell&amp;diff=994321</id>
		<title>No More Room In Hell</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=No_More_Room_In_Hell&amp;diff=994321"/>
		<updated>2016-01-10T22:39:24Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Rifles */ the fn fal and jae-700 are actually in an office building in nmo_zephyr, i took those screenshots myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
'''''No More Room In Hell''''' is a mod for the Source engine, added to Steam on October 31, 2013 via the Greenlight system. The game is a &amp;quot;realistic&amp;quot; depiction of a zombie apocalypse, with up to eight players banding together to survive. Players have a limited, though recharging amount of stamina that is used up by sprinting, jumping, or using melee attacks. Players who are at low health will have less stamina and increasingly dull vision; Players near death will see in monochrome. Zombies can bite the players, which has a chance of fatally infecting them. Infection can be temporarily stopped by pills, but can only be ended by the rare Gene Therapy that usually only spawns in supply drops in Survival mode. Infected players will start to gradually see in blurrier vision until they die and rise again as a zombie.&lt;br /&gt;
&lt;br /&gt;
Weapons are all treated realistically: All closed-bolt weapons correctly track the chambered round, have different reloads for when empty, etc. Notably, unlike most games, empty shotguns will have the first shell loaded directly into the chamber. At any time, players can hold the reload key to do a check on their current magazine, in the event it has 15 rounds or less, the player will verbally state how much is in it (e.g., examining a shotgun with three shells would have them state something like &amp;quot;Three shots left&amp;quot;). If it has 16 or more, they will merely mention something like &amp;quot;Got a full mag&amp;quot; or &amp;quot;Gun's half-full.&amp;quot; Weapons and other items also have weight, and players can only carry so much. Unlike most games, ammunition itself will weigh on players, forcing them to only keep how much they think they need for their current weapons. All weapons and ammo boxes have real markings on them, such as using boxes of Remington shotgun shells.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears as the &amp;quot;M92FS&amp;quot; and can commonly be found in starting areas. Holds 15+1 rounds and comes with a tritium insert rear sight and a normal front sight. &lt;br /&gt;
&lt;br /&gt;
The 92FS and Glock are the only handguns chambered in 9mm in the game, and while don't have the 1 shot to kill power of the M1911, still kill within 2-3 shots to the head, so aren't too useless.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_92FS_Idle.jpg|thumb|600px|none|Safe in their home, a survivor wields his &amp;quot;M92FS&amp;quot;.]]&lt;br /&gt;
[[Image:NMRIH_92FS_Ammo.jpg|thumb|600px|none|Deciding to check their weapon, the survivor does an ammo check and peers at the magazine.]]&lt;br /&gt;
[[Image:NMRIH_92FS_Reload.jpg|thumb|600px|none|A locked back slide denotes their gun is empty, and the survivor reloads.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911 pistol series#M1911A1|Colt M1911A1]] appears as the &amp;quot;Colt M1911&amp;quot; with a black finish and has a higher power than the 92FS, though it and its ammunition are much harder to find. It can be rarely found in starting rooms and holds 7+1 rounds. The M1911A1 is insinuated to be a Colt Gold Cup National Match&lt;br /&gt;
&lt;br /&gt;
As said, the M1911's .45ACP round make it a more potent sidearm, with it always taking 1-2 shots to drop the average zombie. The only problem with the M1911 is the rather small magazine size of 8 and the hard to find .45ACP round, though any MAC-10 usually has a decent amount loaded.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:NMRIH_M1911_Idle.jpg|thumb|600px|none|A survivor and their M1911 stare at the trance-inducing wallpaper.]]&lt;br /&gt;
[[Image:NMRIH_M1911_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M1911 reveals both a fully loaded magazine and trigger discipline from the survivor.]]&lt;br /&gt;
[[Image:NMRIH_M1911_Reload.jpg|thumb|600px|none|Reloading the M1911 is standard, magazine's swapped and slide released.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 Gen 4==&lt;br /&gt;
A Generation 4 [[Glock 17]] appears simply as the &amp;quot;Glock 17&amp;quot; and is much harder to find than the 92FS, and appears with a tan frame and holds 17+1 rounds. &lt;br /&gt;
&lt;br /&gt;
The Glock  17 is another solid choice, with 2 extra rounds and full night sights in comparison with the 92FS. Which you choose is entirely dependent on which weapon you like more.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|350px|none|A 3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Idle.jpg|thumb|600px|none|A survivor studies a impromptu firing range in his home.]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Ammo.jpg|thumb|600px|none|They decide to do a ammo check, and stare at the magazine and find an American Eagle FMJ staring back.]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Reload.jpg|thumb|600px|none|Having said goodbye to their copper-coated friend, the survivor reloads their Glock 17.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] appears as the &amp;quot;S&amp;amp;W 686&amp;quot; and is an uncommon weapon, though much more common than the M1911 and Glock. It has much higher power than the other pistols, but only holds 6 rounds. When using ironsights, the weapon is used as a single-action revolver. Notably, attempting to fire the revolver when empty will result in the cylinder spinning forward rather than doing nothing as in most games.&lt;br /&gt;
&lt;br /&gt;
The 686 is a rather fun weapon, using the .357 Magnum round makes it one of the game's more powerful weapons, easily dropping both normal and National Guard zombies in 1-2 shots. While the rate of fire is slow and reload annoying, combining this with the Winchester allow you to be the zombie killing gunslinger you always wanted to be. Just make sure you keep the .357 in good supply.&lt;br /&gt;
[[Image:S%26WModel686.jpg|thumb|350px|none|The S&amp;amp;W Model 686 with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:NMRIH_SW686_Idle.jpg|thumb|600px|none|A survivor gets a feel for his Model 686 before going outside.]]&lt;br /&gt;
[[Image:NMRIH_SW686_Ammo.jpg|thumb|600px|none|An stranded survivor peers at the cylinder of his Model 686 while hiding in an attic.]]&lt;br /&gt;
[[Image:NMRIH_SW686_Empty.jpg|thumb|600px|none|Before trying to unstrand himself, the survivor fires his revolver to find it just spins onto a spent casing.]]&lt;br /&gt;
[[File:NMRIH_SW686_Reload.jpg|thumb|600px|none|Having realized his mistake, he gives his 686 a fresh batch of .357 Magnum.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears with a two-tone finish, fibre optic front sight and holding 10+1 rounds. It is less common than the 92FS and has similar power against zombies.&lt;br /&gt;
&lt;br /&gt;
The Ruger sits in a weird seat in NMRIH's sidearm list. It lacks the power of all the other handguns, usually taking 2-3 shots to drop your common zombie, but since the .22LR round is the lightest to carry, so you can carry a large amount of .22LR in comparison to .45 ACP or 9mm.&lt;br /&gt;
[[Image:RugerMkIIIBlued.jpg|thumb|350px|none|Ruger Mk III pistol - .22LR]]&lt;br /&gt;
[[Image:NMRIHRugerPistol_Idle.jpg|thumb|600px|none|A survivor looks at his new found Ruger.]]&lt;br /&gt;
[[Image:NMRIHRugerPistol_Ammo.jpg|thumb|600px|none|Being smart, he checks it's magazine and finds a .22LR round sitting comfortably in the feed lips.]]&lt;br /&gt;
[[Image:NMRIH_RugerPistol_Reload.jpg|thumb|600px|none|He then reloads it, magazine's swapped and bolt released via slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
The [[Orion Flare Gun]] appears simply as the &amp;quot;Flare Gun&amp;quot;. If fired into the sky on a Survival map, it will summon a military helicopter to drop supplies (this is not abusable as the helicopter will not drop more supplies until every single item from its previous drop has been used). Using the flare gun against Zombies can often kill several in a tightly packed group over a period of time however it will create flaming runners for all those that get too close.&lt;br /&gt;
&lt;br /&gt;
As said, the Flare Gun's main use is for calling in supply drops and not much else. While yes it can catch zombies on fire, said zombies become runners and unless you're above them, they will most likely be coming for you next. And flares themselves are hard to find, so just save the Flare Gun for supplies.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|350px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIHFlareGun_Idle.jpg|thumb|600px|none|The survivor wields his flare gun while hiding in an attic.]]&lt;br /&gt;
[[Image:NMRIH_FlareGun_Reload.jpg|thumb|600px|none|The survivor reloads the Flare Gun, as he watches the flare go off in close quarters.]]&lt;br /&gt;
&lt;br /&gt;
=Sub-machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A2|Heckler &amp;amp; Koch MP5A2]] appears as the &amp;quot;MP5A3&amp;quot; with a Navy trigger group and one of the two automatic weapons. It can fire in semi-automatic, burst, and full automatic, and holds 30+1 rounds of 9mm. &lt;br /&gt;
&lt;br /&gt;
The MP5A2 sits in a weird position. It uses the common 9mm round and can deal with enemies very easily, but it's high rate of fire relegated it to either be emptied and dumped or saved for servers with &amp;quot;infinite ammo&amp;quot; mods. With the new fire selector added, the MP5 is given a new life as another 9mm projection device.&lt;br /&gt;
[[Image:H%26KMP5-N.jpg|thumb|350px|none|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Idle.jpg|thumb|600px|none|The survivor wields his MP5A2 while hiding in the attic.]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Ammo.jpg|thumb|600px|none|Finally realizing the MP5A2 is now reasonably good, he checks it's magazine.]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Reload.jpg|thumb|600px|none|He then reloads it with a dose of HK slap and goes out to off some zeds.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears simply as the &amp;quot;M-10&amp;quot; and is one of the two automatic weapons. Prior to January 27/28 2014 it held 32+1 rounds, though now holds 30 and cannot gain another round in the chamber. Uses .45 ACP.&lt;br /&gt;
&lt;br /&gt;
The MAC-10 sat in the same boat as the MP5A2, usually emptied for the .45 ACP ammo or used for &amp;quot;infinite ammo&amp;quot; servers. It's high ROF make it a dangerous weapon for any inexperienced player, wasting a large amount of valuable ammo on 1-2 zeds. &lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Idle.jpg|thumb|600px|none|A survivor looks at his MAC-10 while taking shelter in an attic.]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M-10 reveals a large .45 ACP FMJ in the magazine.]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Reload.jpg|thumb|600px|none|The survivor reloads the MAC-10 and prepares to search the rest of the house.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Sako 85==&lt;br /&gt;
The [[Sako 85]] appears with a scope and makes a good sniper weapon. Fittingly, the map Broadway has a scripted spawn for one on the roof of the starting building for players to snipe the zombie horde below and the &amp;quot;Night of the Living Dead&amp;quot; map has a similar spawn of a Sako and 50 rounds of .308. Holds 5+1 rounds of .308 Winchester.&lt;br /&gt;
&lt;br /&gt;
The Sako 85 is the basic sniper rifle of the game. It's one of the heaviest weapons, usually relegating it's wielder to carry a light melee weapon and packs a whallop, with the .308 capable of going through multiple zed heads with a well aimed shot.&lt;br /&gt;
[[Image:SAKO-Hunter.jpg|thumb|350px|none|Sako 85 - .308 Winchester]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Idle.jpg|thumb|600px|none|A survivor looks at his Sako 85 and realizes there are no windows in this attic.]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Scope.jpg|thumb|600px|none|He then checks the Sako's scope and looks at a very interesting board.]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Sako 85, one of the harder one's to see in a tense moment.]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Reload.jpg|thumb|600px|none|The reload has the survivor swaps magazines and cycling the action. Simple.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The uncommon [[Winchester Model 1892]] is chambered for .357 Magnum, and holds 15+1 rounds. It is either misnamed or misportrayed, since the actual 3D model of the gun is a [[Winchester Model 1873]] Rifle. When the gun is cocked in-game, the dust cover opens and closes automatically, but on an actual Model 1873, it would only open. The &amp;quot;Night of the Living Dead&amp;quot; map has a spawn for the Winchester, mounted on the wall and subbing for the Henry 1860 used in the actual movie.&lt;br /&gt;
&lt;br /&gt;
The Winchester is a very potent weapon, and serves as another way to use .357 besides the 686. Fast firing in comparison with the bolt action JAE-700 and Sako, it's still slow in comparison with the semi auto rifles and has a dreadfully tedious reload.&lt;br /&gt;
[[Image:Winchester1892Carbine.jpg|thumb|350px|none|Winchester Model 1892]]&lt;br /&gt;
[[Image:Winchester1873short.jpg|thumb|350px|none|Winchester Model 1873. Depicted above is the &amp;quot;Short Rifle&amp;quot; model, whereas the model in-game has the longer barrel]]&lt;br /&gt;
[[Image:NMRIH M1892 Idle.jpg|thumb|600px|none|The survivor wields his Winchester rifle and realizes it's not an 1892.]]&lt;br /&gt;
[[Image:NMRIH M1892 Ammo.jpg|thumb|600px|none|Not letting that stop him, he checks the ammo of the rifle and finds a .357 round sitting right in the breech.]]&lt;br /&gt;
[[Image:NMRIH M1892 Reload.jpg|thumb|600px|none|He decides to top off his lethal indentity-crisis and go drop some zombies.]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS rifle|SKS]] appears with a bayonet and holds 10+1 rounds of 7.62x39mm. Currently, it is the only weapon with a unique melee attack rather than a generic shoving animation, that being the user thrusting the underslung bayonet into anything ahead of them, usually a zombie. This doesn't apply to the recently added version of the SKS that doesn't come with a bayonet.&lt;br /&gt;
&lt;br /&gt;
The SKS is a favorite to many survivors, due in no small part to it's power. It's much more common than the CZ 58 and fires reasonably faster than the other rifles. While it's reload is a bit slow, the ability to stab zombies in the eye is always well liked.&lt;br /&gt;
[[Image:Simonov-Russian-SKS45.jpg|thumb|350px|none|Russian SKS carbine - 7.62x39mm]]&lt;br /&gt;
[[Image:NMRIH SKS Idle.jpg|thumb|600px|none|A survivor and their SKS stand tall in a very forboding attic]]&lt;br /&gt;
[[Image:NMRIH SKS Ammo.jpg|thumb|600px|none|The survivor does a ammo check on his SKS, pulling the bolt a bit too far.]]&lt;br /&gt;
[[Image:NMRIH SKS Reload.jpg|thumb|600px|none|He reloads his rifle via stripper clip and flicking.]]&lt;br /&gt;
[[Image:NMRIH SKS Melee.jpg|thumb|600px|none|Decided to do some weapon testing, the survivor tests his forward thrust with his SKS's bayonet.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears with a synthetic frame and nickel barrel, and holds 10+1 or 25+1 rounds of .22LR.  The 10/22 can appear with a 10-round rotary magazine or a 25-round BX-25 magazine. The 10/22 in game appears to be a takedown model as well, explaining it's lighter weight.&lt;br /&gt;
&lt;br /&gt;
Like the Mk. III, the 10/22's niche is it's weight. While taking 2-3 shots to the noggin to drop a zombie, it's sheer low weight means it can be carried with some more potent weapons like the Sledgehammer or Fire Axe. It does boast a slightly slow reload, though the BX-25 magazine can resolve that problem.&lt;br /&gt;
[[Image:Ruger1022-black.jpg|thumb|350px|none|Ruger 10/22 with synthetic stock - .22LR]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Idle.jpg|thumb|600px|none|A survivor wields his takedown 10/22 while admiring his horrible taste in wallpaper.]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Ammo.jpg|thumb|600px|none|He then does an ammo check and finds a standard tiny 10-round magazine with rounds loaded.]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Reload.jpg|thumb|600px|none|Later, he reloads by swapping magazines and giving the charging handle a good old tug.]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Extended Idle.jpg|thumb|600px|none|Another survivor with a 10/22, now with an even better BX-25 magazine.]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Extended Ammo.jpg|thumb|600px|none|As always, he does an ammo check and finds the magazine with a now larger 25-round magazine with rounds loaded.]]&lt;br /&gt;
[[Image:NMRIH Ruger 1022 Extended Reload.jpg|thumb|600px|none|Finally, the survivor reloads with the BX-25 magazine ready to knock the zombies out of their thrones.]]&lt;br /&gt;
&lt;br /&gt;
==SA Vz.58 assault rifle==&lt;br /&gt;
The [[SA Vz.58 assault rifle#SA vz. 58P|SA Vz. 58]] appears as the &amp;quot;CZ 858&amp;quot; and holds 30+1 rounds of 7.62x39mm. It fires in semi-automatic only.&lt;br /&gt;
&lt;br /&gt;
The CZ 858 is another good weapon, using relatively common 7.62x39mm ammo and allows for some fast fire. This can be a bit of a con considering who's firing the weapon, as any new player might waste some valuable ammo on 1-2 zombies.&lt;br /&gt;
[[Image:800px-Sa 58-JH01.jpg|thumb|350px|none|SA Vz. 58 - 7.62x39mm]]&lt;br /&gt;
[[Image:NMRIH CZ858 Idle.jpg|thumb|600px|none|A survivor and his CZ858 stand at the ready for anything.]]&lt;br /&gt;
[[Image:NMRIH CZ858 Ammo.jpg|thumb|600px|none|The survivor does an ammo check on his CZ858 and finds some rounds primed to be chambered.]]&lt;br /&gt;
[[Image:NMRIH CZ858 Reload.jpg|thumb|600px|none|He reloads the rifle, swapping magazines and using the bolt release rather than just tugging the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16 rifle series#M16A4 Rifle|M16A4]] appears in two variants, both bearing [[FN Herstal]] markings. An M16A4 MWS variant appears with a ACOG and foregrip, and an M16A4 appears with carry handle. Along with the MP5A2, both variants can fire in semi-automatic and burst, and hold 30+1 rounds of 5.56x45mm. It is worth noting that unlike most Source games and mods, the M16A4 MWS scope actually shows the environment on the other side at all times, not just when aiming down it.&lt;br /&gt;
&lt;br /&gt;
The M16A4 is a well liked weapon. While 5.56 isn't too common, the M16's ACOG allows it to be used as an ersatz sniper rifle if a group is without one. Again, like all semi auto rifles, the capability of emptying the magazine on nothing is always there.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|350px|none|M16A4 with ACOG - 5.56x45mm]]&lt;br /&gt;
[[Image:M16A4Standard.jpg|thumb|350px|none|M16A4 with carry handle attached and standard A2 handguards - 5.56x45mm]]&lt;br /&gt;
[[Image:NMRIH M16A4 Idle.jpg|thumb|600px|none|A survivor and his M16A4 stand in the attic, contemplating what to do.]]&lt;br /&gt;
[[Image:NMRIH M16A4 Ammo.jpg|thumb|600px|none|An ammo check reveals that his M16's magazine is missing feedlips.]]&lt;br /&gt;
[[Image:NMRIH M16A4 Reload.jpg|thumb|600px|none|Not questioning how those rounds stay in, the survivor just reloads his M16 and goes on his way.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears as the only semi-automatic .308 rifle in the game. This is the only .308 rifle that has iron sights instead of a scope, and holds 20+1 of .308.&lt;br /&gt;
&lt;br /&gt;
The FAL is an interesting weapon to say the least, sitting between the JAE-700 and Sako. While not scoped, the power of the .308 is still there and allows for some quick zombie removal. The only fault the FAL has is it's wonky iron sights, which are rather hard to look through and can cause many misses.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|350px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 1.jpg|thumb|600px|none|A survivor wanders the stairwell of an office building with his trusty FN FAL.]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 2.jpg|thumb|600px|none|Hearing some distant moaning, the survivor does an ammo check on his FAL and finds it has both bullets and feed lips.]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 3.jpg|thumb|600px|none|The reload for the FAL, old mag throws away, new one loaded in and charging handle racked back and ready to rumble.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700==&lt;br /&gt;
The [[Remington Model 700]] in a JAE-700 stock appears as the &amp;quot;JAE-700&amp;quot;, and holding 10+1 of .308.&lt;br /&gt;
&lt;br /&gt;
The JAE-700 is a potent rifle, like the Sako before it. While it doesn't have an unscoped version, the JAE is a fast firing sniper rifle that in the right hands can lead to some very quick head explosions.&lt;br /&gt;
[[Image:Remington700JAE.jpg|thumb|350px|none|Remington Model 700 with JAE-700 stock - .308 Winchester]]&lt;br /&gt;
[[Image:NMRiH JAE-700 1.jpg|thumb|600px|none|A survivor wields his JAE-700 and realizes that this probably wasn't the best weapon to take in a cramped office building.]]&lt;br /&gt;
[[Image:NMRiH JAE-700 2.jpg|thumb|600px|none|The survivor peeks at the JAE-700's magazine to make certain it's loaded.]]&lt;br /&gt;
[[Image:NMRiH JAE-700 3.jpg|thumb|600px|none|Deciding to just roll with it, the survivor reloads his JAE-700.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Beretta SV10 Perennia III==&lt;br /&gt;
The Beretta SV10 Perennia III appears, currently the only over-under shotgun in the game. Rather obviously, it holds 2 of 12 Gauge shells. One Perennia is rigged to spawn on a weapon rack on the &amp;quot;Night of the Living Dead&amp;quot; map.&lt;br /&gt;
&lt;br /&gt;
The Perennia is the scattergun in it's most basic form, and works as such. It has a slow reload and only two rounds, but it's a boomstick, you only need two rounds.&lt;br /&gt;
[[Image:Beretta SV10 Perennia III.jpg|thumb|350px|none|Beretta SV10 Perennia III - 12 Gauge - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH SV10 Idle.jpg|thumb|600px|none|A survivor wields his mighty SV10 while bunkered up in an attic.]]&lt;br /&gt;
[[Image:NMRIH SV10 Ammo.jpg|thumb|600px|none|He then checks the breech and finds 2 Remington shells. Groovy.]]&lt;br /&gt;
[[Image:NMRIH SV10 Reload.jpg|thumb|600px|none|The survivor reloads his SV10 and gets ready to blast some zeds.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500A==&lt;br /&gt;
A [[Mossberg 500 series shotgun#Mossberg 500|Mossberg 500A]] appears with a green tritium front sight, holding 5+1 shells of 12 Gauge.&lt;br /&gt;
&lt;br /&gt;
The 500A is a direct upgrade of the earlier Perennia. It packs more rounds, comes with a tritium green dot and packs the same power. It's reasonably common and serves as the reliable old pump shotgun. No frills, no problems.&lt;br /&gt;
[[Image:Mossberg500fieldShotgun.jpg|thumb|350px|none|Mossberg 500A - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH M500 Idle.jpg|thumb|600px|none|A survivor and his 500A stand and wait for the undead.]]&lt;br /&gt;
[[Image:NMRIH M500 Ammo.jpg|thumb|600px|none|Wanting to be ready for anything, the survivor checks the breech of his 500A and finds a green Remington shell in the breech.]]&lt;br /&gt;
[[Image:NMRIH M500 Pump.jpg|thumb|600px|none|Hearing some shuffling, the survivor racks his 500A dramatically.]]&lt;br /&gt;
[[Image:NMRIHM500 Reload.jpg|thumb|600px|none|Having come to his senses, he reloads the ejected shell and goes out to murder some zeds.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Super X3 Exhibition/Sporting==&lt;br /&gt;
The Winchester Super X3 shotgun appears, holding 5+1 shells of 12 Gauge. It comes with a tritium green front sight.&lt;br /&gt;
&lt;br /&gt;
The X3 is a rather interesting weapon, sitting right with the Remington 870 on the shotgun tree. While it is a semi-auto shotgun and allows for some fast reflex shooting needed on some of the close quarter maps, this can lead to ammo wasting and waiting through the rather tediously long dry reload.&lt;br /&gt;
[[Image:Winchester_Super_X3.jpg|thumb|350px|none|Winchester Super X3 Exhibition/Sporting - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Idle.jpg|thumb|600px|none|A survivor wields his Super X3 and stares at the nearby wall.]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Super X3 effectively has you rack the action back and either find a shell or just an empty chamber.]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Reload.jpg|thumb|600px|none|The survivor begins reloading his Super X3 by loading a shell into the breech.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
A [[Remington Model 870]] shotgun appears with a extended magazine tube and a synthetic Speedfeed IV stock and pump and tritium front sight, holding 8+1 shells of 12 Gauge.&lt;br /&gt;
&lt;br /&gt;
The 870 is the king of all scatter guns, with it's extended mag tube beating all shotguns before it. Powerful, reasonably accurate and reasonably fast, the 870 is tempered by the longest dry reload of the shotgun tree.&lt;br /&gt;
[[Image:Remington870NewModel.jpg|thumb|350px|none|Remington 870 Police Magnum with black synthetic furniture - 12 gauge]]&lt;br /&gt;
[[Image:Model870P MAXlg.jpg|thumb|350px|none|Remington 870 Police with a Surefire dedicated forend weaponlight - 12 gauge.]]&lt;br /&gt;
[[Image:NMRIH R870 Idle.jpg|thumb|600px|none|A survivor and his newly found 870 stand in a quiet attic.]]&lt;br /&gt;
[[Image:NMRIH R870 Pump.jpg|thumb|600px|none|Making sure the weapon is working, he fires a round and racks the action as he goes temporarily deaf.]]&lt;br /&gt;
[[Image:NMRIH R870 Ammo.jpg|thumb|600px|none|Vowing to never do that again, he does an ammo check that would most likely eject the shell.]]&lt;br /&gt;
[[Image:NMRIH R870 Reload.jpg|thumb|600px|none|As his senses and hearing come back to him, he tops off the 870's magazine and goes on his slightly deafened way.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears simply as the &amp;quot;Grenade&amp;quot; and is a rare item to find. It is ineffective at killing zombies, but can damage them in a very large radius.&lt;br /&gt;
&lt;br /&gt;
The M67 is one of the three explosive weapons of NMRiH and is the 2nd most powerful. While not as long lasting as the Molotov or as sheer powerful as the TNT block, it's still big enough to drop at least 1-3 zeds per throw. Just make sure you're throwing it at the enemy as blasts can very easily kill allies.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|350px|none|M67 fragmentation grenade]]&lt;br /&gt;
[[Image:NMRIH M67 Idle.jpg|thumb|600px|none|A survivor finds a M67 grenade in an attic.]]&lt;br /&gt;
[[Image:NMRIH M67 Throw.jpg|thumb|600px|none|Having fiddled with it, the survivor realizes he's made a horrible mistake.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==PSE Deer Hunter Compound Bow==&lt;br /&gt;
A PSE Deer Hunter Compound Bow appears in the game. The scope can be used when drawn and aimed.&lt;br /&gt;
&lt;br /&gt;
The Bow is for the patient. It's powerful, quiet and reasonably fast for a compound bow and is the only weapon whose ammo can be retrieved. It is also a colossal pain to use, with horrible drop and slow ROF. The bow has several achievements tied to it for exceptional marksmanship with it.&lt;br /&gt;
[[Image:NMRiH Compound Bow Read.jpg|thumb|600px|none|While wandering a favela, a survivor and his PSE find a small group of zombies.]]&lt;br /&gt;
[[Image:NMRiH Compound Bow Drawn.jpg|thumb|600px|none|Wasting no time, the survivor draws the bow back and lines up on the zombies's heads.]]&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;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday:_The_Heist&amp;diff=992963</id>
		<title>Payday: The Heist</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday:_The_Heist&amp;diff=992963"/>
		<updated>2016-01-06T23:04:41Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Colt M4A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday: The Heist.&lt;br /&gt;
|picture = PayDay The Heist PC Box Art.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2011&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3&lt;br /&gt;
|publisher= Sony Online Entertainment&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''' ''PAYDAY: The Heist'' ''' is a four-player cooperative FPS game released by Overkill Software in 2011, based around classic bank robbery movies such as ''[[Heat]]''. Players take control of four career criminals, Dallas, Hoxton, Wolf, and Chains, as they commit various heists orchestrated by their contact, known as Bain. Players face a variety of law enforcement enemies and objectives, such as using portable saws to literally separate a room from a building before taking it out of there with them, or sneaking around the building of a gem company to break into its vault.&lt;br /&gt;
Of note is that there are three (four with the Wolf Pack DLC) different 'skill trees' for players to progress in. These can be toggled at any time in-mission and whichever tree is selected will award the player with a new item or upgrade on their next level up. These trees are: '''Assault,''' which is focused on heavier weaponry, '''Sharpshooter,''' which is focused on accurate weapons and extra endurance, '''Support,''' which is based around powerful supporting weapons and healing, and the DLC tree '''Technician,''' which is focused around gadgets like automated sentry guns.&lt;br /&gt;
Take note that all of the cosmetic additions to weapons earned with upgrades, such as the dual magazine for the MP5 or the bipod for the HK-21 are all entirely optional and can be enabled or disabled at will by the player in the Upgrades tab on the main menu.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday: The Heist'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta_92_pistol_series#Beretta_92F.2FFS|Beretta 92FS]] appears in-game as the B9-S and is fitted with a suppressor. It is the default sidearm, always being available. It is also one of two weapons to be suppressed in the game. Levelling up in the Assault tree will award extended magazine capacities, while the Sharpshooter tree will award a recoil compensator and the Support tree will give accuracy increases. While having a higher magazine size than most of the other pistols, the B9-S has extremely low damage. The Shield special unit uses a fully-automatic variant (acting much like the in-game Glock), while normal versions are used by the FBI Hostage Rescue Team enemies. The third-person model is solid black while the first-person model has a chrome slide and frame, with black grips.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:BS9.jpg|thumb|none|600px|The B9-S in-game, the upgraded version on the bottom.]]&lt;br /&gt;
[[file:Payday Beretta 92fs holding 1.jpg|thumb|none|600px|The player holds the B9-S.]]&lt;br /&gt;
[[file:Payday Beretta 92fs holding 2.jpg|thumb|none|600px|The player holds the B9-S with its compensator upgrade.]]&lt;br /&gt;
[[file:Payday Beretta 92fs aim.jpg|thumb|none|600px|The player aims the B9-S.]]&lt;br /&gt;
[[file:Payday Beretta 92fs reloading 1.jpg|thumb|none|600px|The player reloads the B9-S.]]&lt;br /&gt;
[[file:Payday Beretta 92fs reloading 2.jpg|thumb|none|600px|The player reloads the upgraded B9-S.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1|Colt M1911A1]] appears in-game as the Crosskill .45, or C45 for short. It is unlocked at level 13 in the Assault skill tree and possesses a good balance of power and magazine size. More levels in the Assault tree will give out a recoil compensator (similar to the above B9-S) in addition to magazine extensions and increased damage. The C45 is also commonly used by security guards as well as police officers.&lt;br /&gt;
[[File:NickelM1911A1.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[File:C45.jpg|thumb|none|600px|The Crosskill .45 and its two upgrades.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 holding 1.jpg|thumb|none|600px|The player holds the base Crosskill .45.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 holding 2.jpg|thumb|none|600px|The player holds the Crosskill .45 with its first upgrade.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 holding 3.jpg|thumb|none|600px|The player holds a fully upgraded Crosskill .45.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 aim.jpg|thumb|none|600px|The player aims the Crosskill .45.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 reloading 1.jpg|thumb|none|600px|The player reloads the Crosskill .45.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 reloading 2.jpg|thumb|none|600px|The player reloads the Crosskill .45 with its first upgrade.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 reloading 3.jpg|thumb|none|600px|The player reloads a fully upgraded Crosskill .45.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] appears in-game as the STRYK in the Wolf Pack DLC. It is notably always spun when drawn and is unlocked at level 2 of the Technician skill tree (DLC only). The STRYK pistol is the only fully-automatic handgun in the game with the largest magazine capacity and rate of fire. However, it suffers from low single-shot damage, high recoil, low accuracy, and even lower ammunition reserve for its magazine size. Thus, firing the weapon in short, accurate bursts is a must to get the most out of it. &lt;br /&gt;
&lt;br /&gt;
Further levels will increase the magazine capacity (which turns the STRYK's standard 17 round magazine into a high-capacity 33 round magazine.), as well as decreasing the recoil, boosting the accuracy, as well as the low damage. The B9-S used by the Shield special units acts much like this weapon.&lt;br /&gt;
&lt;br /&gt;
Despite the STRYK being depicted as matte black in upgrade images and other media, it is actually olive-drab/desert colored, best observed in well-lit heists such as Counterfeit. This may suggest that the STRYK is a illegally-modified semi-auto pistol, as colored Glock frames are only marketed for civilian models, while any and all full-auto Glocks have to be in black finishes.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing]]&lt;br /&gt;
[[File:Payday Glock normal.jpg|thumb|none|600px|Holding the STRYK pistol.]]&lt;br /&gt;
[[File:Payday Glock sights.jpg|thumb|none|600px|The player aims the STRYK pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] appears in-game as the Bronco .44. It is unlocked at level 6 in the Support skill tree and is the most powerful sidearm, taking far less hits to kill enemies than the others. On the other hand, it fires more slowly and holds less ammunition than the other sidearms and has a longer reload time. Further levels in the Support tree will decrease the reload time, in addition to improving the accuracy (which will also give a full-length barrel) and increases to its already-high damage. It is worth noting that the final damage increase upgrade visually alters the bullets to be hollow-point rounds, which would actually be less effective against most of the enemies due to their body armor. Chains can be briefly seen holding the revolver during the game intro and on a menu background.&lt;br /&gt;
[[File:Taurus Raging Bull black.jpg|thumb|none|350px|Taurus Raging Bull Black - .44 Magnum]]&lt;br /&gt;
[[File:B44.jpg|thumb|none|600px|The Bronco .44 alongside the long-barrel-upgraded version, and the unupgraded and hollow-point bullet speedloaders compared.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull holding 1.jpg|thumb|none|600px|The player holds the unupgraded Bronco .44.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull holding 2.jpg|thumb|none|600px|The player holds the Bronco .44 with its long barrel upgrade.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull holding 3.jpg|thumb|none|600px|The player holds the Bronco .44 with its hollow-point bullets upgrade.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull aim.jpg|thumb|none|600px|The player aims the unupgraded Bronco .44.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull reloading 1.jpg|thumb|none|600px|The player reloads the base Bronco .44.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull reloading 2.jpg|thumb|none|600px|The player reloads the long-barreled Bronco .44.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull reloading 3.jpg|thumb|none|600px|The player prepares to load new hollow-point rounds into the fully upgraded Bronco .44.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A2==&lt;br /&gt;
The [[MP5A2|Heckler and Koch MP5A2]] appears in-game as the Compact-5. It is unlocked at level 21 of the Support skill tree, and is the most accurate of the secondary weapons. It fires slower than the Mark 11 and holds less in its magazine, but is far more precise and is an effective weapon at medium and even long ranges with good aim and firing discipline, even being an excellent weapon to dispatch SWAT Snipers. Upgrades later in the Support tree will decrease the time it takes to zoom in and out of its sights, as well as lower its reload duration (which will change the magazine to a straight magazine, and later a double magazine) and recoil. Rather than magazine extensions, the Compact-5 gets upgrades to its already high accuracy, which eventually changes the handguard into a heat shield. It is also worth noting that two MP5s with their stocks removed are used as the weapon part of the deployable Sentry Gun (which is available with the Wolf Pack DLC), which appears to feed from an internal box, similar to the ammo boxes used in machine guns, instead of magazines. The MP5 is also used by the Cloaker special units. The MP5 is also seen in the menu background for the Support tree, being carried by Chains.&lt;br /&gt;
[[File:H%26KMP5-N.jpg|thumb|none|350px|Heckler and Koch MP5A2 - 9x19mm.]]&lt;br /&gt;
[[File:COM-5.jpg|thumb|none|600px|The base Compact-5 above the fully-upgraded version.]]&lt;br /&gt;
[[file:Payday MP5A2 holding 1.jpg|thumb|none|600px|The player holds the normal Compact-5.]]&lt;br /&gt;
[[file:Payday MP5A2 holding 2.jpg|thumb|none|600px|The player holds the Compact-5. It's hard to tell, but it has its heat-shield upgrade, signifying this is a fully-upgraded Compact-5.]]&lt;br /&gt;
[[file:Payday MP5A2 aim.jpg|thumb|none|600px|The player aims the Compact-5.]]&lt;br /&gt;
[[file:Payday MP5A2 reloading 1.jpg|thumb|none|600px|The player reloads the Compact-5.]]&lt;br /&gt;
[[file:Payday MP5A2 reloading 2.jpg|thumb|none|600px|The player loads a new double-magazine into the Compact-5.]]&lt;br /&gt;
[[file:Payday MP5A2 reloading 3.jpg|thumb|none|600px|The player reloads a fully-upgraded Compact-5.]]&lt;br /&gt;
[[File:Payday_MP5_sentry.jpg|thumb|none|600px|Twin-linked MP5s serve as the weapon for the sentry gun. They appear to feed from a high-capacity box instead of traditional magazines. This is supported by the fact that the sentry gun fires well beyond 30 rounds, the largest magazine for an MP5, before running out of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]], fitted with a suppressor, appears in-game as the &amp;quot;Mark 11&amp;quot; (indicative of the MAC-11, but the in-game stats specifically state it is a .45 ACP weapon). It is unlocked at level 5 of the Assault tree and is a popular secondary weapon, given its rather large magazine capacity and its high rate of fire, though its power is somewhat low and its recoil can be hard to manage. It is the only weapon in the game aside from the B9-S that comes with a suppressor, making it useful for missions where stealth would be required (such as shooting out security cameras at the start of the No Mercy DLC heist). Further level-ups in the Assault tree will reduce the time it takes to zoom in and out from the sights, as well as increase the magazine size (which visibly changes) and lower the recoil (which will change the suppressor to a large flash hider on the final upgrade, oddly enough). The MAC-10 is also used (again, with the suppressor) by the enemy gangsters in the Panic Room heist. The menu background for the Assault tree also shows Dallas carrying this weapon.&lt;br /&gt;
[[File:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with a suppressor - .45 ACP]]&lt;br /&gt;
[[File:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
[[File:Mark11.jpg|thumb|none|600px|The Mark 11 with its visual upgrades showcased.]]&lt;br /&gt;
[[file:PaydayMac10holding1.jpg|thumb|none|600px|The player holds the base Mark 11.]]&lt;br /&gt;
[[file:Payday Mac10 holding 2.jpg|thumb|none|600px|The player holds the Mark 11 with its lightweight &amp;quot;silencer&amp;quot; upgrade.]]&lt;br /&gt;
[[file:Payday Mac10 aim.jpg|thumb|none|600px|The player aims the Mark 11.]]&lt;br /&gt;
[[file:Payday Mac10 reloading 1.jpg|thumb|none|600px|The player reloads the unupgraded Mark 11.]]&lt;br /&gt;
[[file:Payday Mac10 reloading 2.jpg|thumb|none|600px|The player reloads the Mark 11 with its upgraded casket magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4A1|Colt M4A1]] appears in-game as the AMCAR-4. It is the default primary weapon, being fairly accurate and powerful with a high rate of fire. As with the B9-S, the three different skill trees (not counting the Wolf Pack DLC, as the Technician tree does not affect either starting weapon) will upgrade different aspects of the weapon. The Assault tree increase the AMCAR's power, while the Sharpshooter tree increases its accuracy (adding a different flash hider and later an EOTech sight), and the Support tree enhances its magazine capacity. The M4A1 is also used by a majority of the SWAT enemies, notably the Taser. Bizarrely, the shock from the taser appears to come from the barrel of their M4A1s. The SWAT Sniper enemies also use them semi-automatically and with red tracer rounds, though this can only be seen on Counterfeit where the snipers are much closer than in other maps. Many menu backgrounds also depict the crew holding this weapon.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AMCAR.jpg|thumb|none|600px|The AMCAR-4's in-game model and upgrades.]]&lt;br /&gt;
[[file:Payday M4A1 holding 1.jpg|thumb|none|600px|The player holds the unupgraded AMCAR-4.]]&lt;br /&gt;
[[file:Payday M4A1 holding 2.jpg|thumb|none|600px|The player holds the AMCAR-4 with its flash hider upgrade.]]&lt;br /&gt;
[[file:Payday M4A1 holding 3.jpg|thumb|none|600px|The player holds the AMCAR-4, now fully upgraded with its reflex sight.]]&lt;br /&gt;
[[file:Payday M4A1 aim 1.jpg|thumb|none|600px|The player aims through the base AMCAR-4's iron sights.]]&lt;br /&gt;
[[file:Payday M4A1 aim 2.jpg|thumb|none|600px|The player aims through the fully upgraded AMCAR-4's reflex sight.]]&lt;br /&gt;
[[file:Payday M4A1 reloading 1.jpg|thumb|none|600px|The player reloads the AMCAR-4.]]&lt;br /&gt;
[[file:Payday M4A1 reloading 2.jpg|thumb|none|600px|The player reloads the AMCAR-4, providing a better view of its flash hider upgrade.]]&lt;br /&gt;
[[file:Payday M4A1 reloading 3.jpg|thumb|none|600px|The player reloads the fully upgraded AMCAR-4.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
The [[AKM|Izhmash AKM]] appears in-game as the ''AK'' in the Wolf Pack DLC. It is unlocked at level 9 in the Technician skill tree and has more power and a higher rate of fire than the AMCAR-4, but at the same time, has a longer reload time and much higher recoil. Upgrades later in the tree will decrease the recoil, and increase the accuracy (which results in adding a reflex sight, which seems to be a lower weaver rail mounted [http://posp.ru/rd/pk-04_L.jpg PK-04 Collimator sight].), magazine size, and power. One of the later recoil dampener upgrades will change the rifle's frame by replacing the wooden handguard with a synthetic black RIS handguard and the wooden fixed stock replaced with a metal folding stock typically found in skladnoy AK variants.&lt;br /&gt;
&lt;br /&gt;
A worthy note is that the AK's magazine is noticeably small and has little curvature, highly resembling the smaller 5.56x45mm magazines used by the [[Norinco Type 84S]]. This is odd, however, since according to it's in-game description: it uses the standard 7.62x39mm rounds. It also uses an AK74-styled muzzle brake, although there are aftermarket muzzle brakes in that style for 7.62x39mm AKs.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg||350px|thumb|none|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Payday_AK_Normal.jpeg|thumb|600px|none|Holding an unmodded AK. Note the ribbed receiver.]]&lt;br /&gt;
[[File:Payday_AK_Normal_Sights.jpg|thumb|600px|none|Sighting down an unmodded AK.]]&lt;br /&gt;
[[File:Payday AK Normal Reload.jpg|600px|none|thumb|The dramatic reload of an unmodded AK. Whenever the magazine is reloaded after it is completely empty; the shooter will displace the old magazine by pushing the release level with the new magazine then load it in, then throw the gun over to his left hand to charge the weapon with his right hand, then position it back.]]&lt;br /&gt;
[[File:Payday AK upgrade.jpg|350px|none|thumb|A view of the AK in the upgrade menu. Note the Type 84S-styled magazine and AK74-styled muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14　Rifle#Springfield Armory M1A SOCOM 16|M1A SOCOM 16]] appears in-game as the M308. It is unlocked at level 17 in the Sharpshooter skill tree and features a dark digital camouflage finish in first-person (though oddly, the third-person is black instead). Upgrades later in the tree will decrease the high recoil and increase the magazine capacity and damage, in addition to the accuracy (which will add a reflex sight later on). The menu background for the Sharpshooter tree also shows Hoxton wielding this rifle.&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|350px|Springfield Armory M1A SOCOM 16 - .308 Winchester]]&lt;br /&gt;
[[File:M308.jpg|thumb|none|600px|The M308 showcased with its only visual upgrade.]]&lt;br /&gt;
[[file:Payday M14 holding 1.jpg|thumb|none|600px|The player holds the unupgraded M308.]]&lt;br /&gt;
[[file:Payday M14 holding 2.jpg|thumb|none|600px|The player holds the sighted M308.]]&lt;br /&gt;
[[file:Payday M14 aim 1.jpg|thumb|none|600px|The player aims with the unupgraded M308, wishing that they had an optical sight to use.]]&lt;br /&gt;
[[file:Payday M14 aim 2.jpg|thumb|none|600px|The player's wishes had come true and is now aiming the M308 with the assistance of a scope.]]&lt;br /&gt;
[[file:Payday M14 reloading 1.jpg|thumb|none|600px|After failing to snipe the ground beneath them because their rifle lacks a scope, the player reloads the M308.]]&lt;br /&gt;
[[file:Payday M14 reloading 2.jpg|thumb|none|600px|With the help of their scope, the player managed to take out the ground with only one shot and tops off the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M1 Entry==&lt;br /&gt;
A variant of the [[Benelli M Series Super 90 Shotguns#Benelli M1|Benelli M1 Entry]] appears in-game as the Reinbeck 880. It is unlocked at level 13 in the Support skill tree and is a popular primary weapon due to its high damage, and because it hits from much further away than most shotguns in video games can. When reloading from empty, the gun will occasionally be pumped after the last shell is loaded, but sometimes instead after the first shell. The high power makes it easy to stun enemies that aren't killed outright. Upgrades will increase the magazine capacity and power, as well as lower the recoil (which comes with a heat shield on the barrel at a late level). Some enemies use this as well, mostly the higher-level SWAT team. It is also used by the Bulldozer special unit, having extreme power in his hands and is usually able to incapacitate a player in a single blast if their armor was already low or gone. Oddly enough, the third-person model of the Reinbeck is that of a Mossberg 500 series shotgun with a heat shield and an M4-style stock and pistol grip.&lt;br /&gt;
[[File:Benellim1entry5hx.jpg|thumb|none|350px|Benelli M1 Entry - 12 Gauge]]&lt;br /&gt;
[[File:R880.jpg|thumb|none|600px|The Reinbeck 880 is shown with and without its upgrades.]]&lt;br /&gt;
[[file:Payday Benelli M1 holding 1.jpg|thumb|none|600px|The player holds the unupgraded Reinbeck 880.]]&lt;br /&gt;
[[file:Payday Benelli M1 holding 2.jpg|thumb|none|600px|The player holds the fully upgraded Reinbeck, as denoted by its heat shield.]]&lt;br /&gt;
[[file:Payday Benelli M1 aim.jpg|thumb|none|600px|The player aims the Reinbeck.]]&lt;br /&gt;
[[file:Payday Benelli M1 reloading 1.jpg|thumb|none|600px|The player reloads the base Reinbeck.]]&lt;br /&gt;
[[file:Payday Benelli M1 reloading 2.jpg|thumb|none|600px|The player reloads the Reinbeck with its extended magazine upgrade.]]&lt;br /&gt;
[[file:Payday Benelli M1 reloading 3.jpg|thumb|none|600px|The player reloads the fully-upgraded Reinbeck 880. Note that the heat shield covers the weapon's serial number.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] appears in-game as the Locomotive 12G. It is unlocked at level 7 in the Sharpshooter skill tree and is infamous among the community for its low magazine capacity, accuracy, and power. Unusually, ammo pickups from enemies will sometimes not function for this weapon. The Locomotive's main advantages are its somewhat faster rate of fire and its slightly faster reload speed than the Reinbeck. Later levels in the Sharpshooter tree will decrease the recoil and reload time, in addition to enhancing its small magazine (very slightly) and increasing its fire rate, which eventually adds a barrel extension and a foregrip.&lt;br /&gt;
[[File:Super Shorty (870).jpg|thumb|none|350px|Serbu Super Shorty Shotgun made from a [[Remington 870]] - 12 Gauge]]&lt;br /&gt;
[[File:L12G.jpg|thumb|none|600px|The Locomotive 12G with its visual upgrades.]]&lt;br /&gt;
[[file:Payday Serbu Super Shorty holding 1.jpg|thumb|none|600px|The player holds the Locomotive 12G. Its visual upgrades can't be seen without reloading.]]&lt;br /&gt;
[[file:Payday Serbu Super Shorty aim 1.jpg|thumb|none|600px|The player aims the Locomotive 12G , its stock acting as a makeshift scope.]]&lt;br /&gt;
[[file:Payday Serbu Super Shorty reloading 1.jpg|thumb|none|600px|The player reloads the unupgraded Locomotive 12G.]]&lt;br /&gt;
[[file:Payday Serbu Super Shorty reloading 2.jpg|thumb|none|600px|The player reloads the Locomotive 12G with its extended magazine upgrade.]]&lt;br /&gt;
[[file:Payday Serbu Super Shorty reloading 3.jpg|thumb|none|600px|The player reloads the Locomotive 12G with its custom foregrip upgrade.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler %26 Koch HK series machine guns#Heckler .26 Koch HK21|Heckler and Koch HK21]] appears in-game as the Brenner 21. It is unlocked at level 22 of the Assault tree and is a popular weapon due to its very high power and its large magazines. Upgrades are given at later levels that boost its already-high damage and magazine size, and decrease its recoil (which will add an unusable bipod and a reflex sight). The last magazine upgrade will change the magazine to a box and ammo belt instead of the normal drum. The Brenner 21's main flaws are its very low accuracy, its slow reload times, and its somewhat low rate of fire.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK21 Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BREN.jpg|thumb|none|600px|The Brenner 21 along with its various upgrades.]]&lt;br /&gt;
[[file:Payday HK21 holding 1.jpg|thumb|none|600px|The player holds the Brenner 21 with its box magazine upgrade, it's ''last'' upgrade.]]&lt;br /&gt;
[[file:Payday HK21 holding 2.jpg|thumb|none|600px|The player holds the Brenner 21 with its bipod and reflex sight upgrades, but not with its box magazine upgrade. Apparently whoever was taking these pictures forgot that the ''drum'' magazine was the unupgraded magazine and the ''box'' magazine was the upgraded one, not the other way around.]]&lt;br /&gt;
[[file:Payday HK21 aim 1.jpg|thumb|none|600px|The player aims with the Brenner 21's rather small iron sights.]]&lt;br /&gt;
[[file:Payday HK21 aim 2.jpg|thumb|none|600px|The player aims through the Brenner 21's reflex sight upgrade.]]&lt;br /&gt;
[[file:Payday HK21 reloading 1.jpg|thumb|none|600px|The player prepares to remove the Brenner 21's upgraded box magazine.]]&lt;br /&gt;
[[file:Payday HK21 reloading 2.jpg|thumb|none|600px|The player grips the Brenner 21's upgraded box magazine while eyeing the bipod upgrade.]]&lt;br /&gt;
[[file:Payday HK21 reloading 3.jpg|thumb|none|600px|The player dramatically grabs the Brenner 21's unupgraded drum magazine, with the bipod upgrade hidden behind the player's hand and the weapon's reflex sight upgrade on the right edge of the picture.]]&lt;br /&gt;
[[file:Payday HK21 reloading 4.jpg|thumb|none|600px|The player finally reloads a fully upgraded Brenner 21.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] appears in-game as the GL40 in the Wolf Pack DLC. It is unlocked at level 21 of the Technician skill tree. It can decimate a fairly large group of enemies in a single hit, and is powerful, though its slow reload time, low reserve ammunition capacity, and the fact that it can cause self-damage (and potentially hit civilians or hostages) require its users to be careful and conservative. An upgrade later in the tree will increase the radius of the explosions (and add a range finder), while others will increase the damage and the number of extra grenades that can be carried. In particular, the GL40 is an effective weapon on the Shield special units, as firing one grenade behind their bulletproof shield will usually kill them instantly (and any enemies next to them).&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is a tactical grenade exclusive to the police. It is usually thrown whenever the SWAT team goes in during a police assault. It obscures player vision, but the police seem to be totally unaffected by it and are capable of accurately shooting you down through the smoke cloud. Supposedly because of thermal sights according to the heisters, despite the fact that apart from the Cloaker, no officer is seen wearing or using any kind of electronic goggles or scopes.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:Payday M18 Smoke.jpg|thumb|none|600px|The M18 smoke grenade strangely unobscured by its own smoke.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday:_The_Heist&amp;diff=992207</id>
		<title>Payday: The Heist</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday:_The_Heist&amp;diff=992207"/>
		<updated>2016-01-05T02:35:52Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: jeez the pictures are a mess&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday: The Heist.&lt;br /&gt;
|picture = PayDay The Heist PC Box Art.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2011&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3&lt;br /&gt;
|publisher= Sony Online Entertainment&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''' ''PAYDAY: The Heist'' ''' is a four-player cooperative FPS game released by Overkill Software in 2011, based around classic bank robbery movies such as ''[[Heat]]''. Players take control of four career criminals, Dallas, Hoxton, Wolf, and Chains, as they commit various heists orchestrated by their contact, known as Bain. Players face a variety of law enforcement enemies and objectives, such as using portable saws to literally separate a room from a building before taking it out of there with them, or sneaking around the building of a gem company to break into its vault.&lt;br /&gt;
Of note is that there are three (four with the Wolf Pack DLC) different 'skill trees' for players to progress in. These can be toggled at any time in-mission and whichever tree is selected will award the player with a new item or upgrade on their next level up. These trees are: '''Assault,''' which is focused on heavier weaponry, '''Sharpshooter,''' which is focused on accurate weapons and extra endurance, '''Support,''' which is based around powerful supporting weapons and healing, and the DLC tree '''Technician,''' which is focused around gadgets like automated sentry guns.&lt;br /&gt;
Take note that all of the cosmetic additions to weapons earned with upgrades, such as the dual magazine for the MP5 or the bipod for the HK-21 are all entirely optional and can be enabled or disabled at will by the player in the Upgrades tab on the main menu.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday: The Heist'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta_92_pistol_series#Beretta_92F.2FFS|Beretta 92FS]] appears in-game as the B9-S and is fitted with a suppressor. It is the default sidearm, always being available. It is also one of two weapons to be suppressed in the game. Levelling up in the Assault tree will award extended magazine capacities, while the Sharpshooter tree will award a recoil compensator and the Support tree will give accuracy increases. While having a higher magazine size than most of the other pistols, the B9-S has extremely low damage. The Shield special unit uses a fully-automatic variant (acting much like the in-game Glock), while normal versions are used by the FBI Hostage Rescue Team enemies. The third-person model is solid black while the first-person model has a chrome slide and frame, with black grips.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|none|350px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:BS9.jpg|thumb|none|600px|The B9-S in-game, the upgraded version on the bottom.]]&lt;br /&gt;
[[file:Payday Beretta 92fs holding 1.jpg|thumb|none|600px|The player holds the B9-S.]]&lt;br /&gt;
[[file:Payday Beretta 92fs holding 2.jpg|thumb|none|600px|The player holds the B9-S with its compensator upgrade.]]&lt;br /&gt;
[[file:Payday Beretta 92fs aim.jpg|thumb|none|600px|The player aims the B9-S.]]&lt;br /&gt;
[[file:Payday Beretta 92fs reloading 1.jpg|thumb|none|600px|The player reloads the B9-S.]]&lt;br /&gt;
[[file:Payday Beretta 92fs reloading 2.jpg|thumb|none|600px|The player reloads the upgraded B9-S.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911A1|Colt M1911A1]] appears in-game as the Crosskill .45, or C45 for short. It is unlocked at level 13 in the Assault skill tree and possesses a good balance of power and magazine size. More levels in the Assault tree will give out a recoil compensator (similar to the above B9-S) in addition to magazine extensions and increased damage. The C45 is also commonly used by security guards as well as police officers.&lt;br /&gt;
[[File:NickelM1911A1.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[File:C45.jpg|thumb|none|600px|The Crosskill .45 and its two upgrades.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 holding 1.jpg|thumb|none|600px|The player holds the base Crosskill .45.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 holding 2.jpg|thumb|none|600px|The player holds the Crosskill .45 with its first upgrade.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 holding 3.jpg|thumb|none|600px|The player holds a fully upgraded Crosskill .45.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 aim.jpg|thumb|none|600px|The player aims the Crosskill .45.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 reloading 1.jpg|thumb|none|600px|The player reloads the Crosskill .45.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 reloading 2.jpg|thumb|none|600px|The player reloads the Crosskill .45 with its first upgrade.]]&lt;br /&gt;
[[file:Payday Colt M1911A1 reloading 3.jpg|thumb|none|600px|The player reloads a fully upgraded Crosskill .45.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18|Glock 18C]] appears in-game as the STRYK in the Wolf Pack DLC. It is notably always spun when drawn and is unlocked at level 2 of the Technician skill tree (DLC only). The STRYK pistol is the only fully-automatic handgun in the game with the largest magazine capacity and rate of fire. However, it suffers from low single-shot damage, high recoil, low accuracy, and even lower ammunition reserve for its magazine size. Thus, firing the weapon in short, accurate bursts is a must to get the most out of it. &lt;br /&gt;
&lt;br /&gt;
Further levels will increase the magazine capacity (which turns the STRYK's standard 17 round magazine into a high-capacity 33 round magazine.), as well as decreasing the recoil, boosting the accuracy, as well as the low damage. The B9-S used by the Shield special units acts much like this weapon.&lt;br /&gt;
&lt;br /&gt;
Despite the STRYK being depicted as matte black in upgrade images and other media, it is actually olive-drab/desert colored, best observed in well-lit heists such as Counterfeit. This may suggest that the STRYK is a illegally-modified semi-auto pistol, as colored Glock frames are only marketed for civilian models, while any and all full-auto Glocks have to be in black finishes.&lt;br /&gt;
[[Image:Glock 18C.jpg|thumb|right|350px|Glock 18C (3rd Generation) - 9x19mm. This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing]]&lt;br /&gt;
[[File:Payday Glock normal.jpg|thumb|none|600px|Holding the STRYK pistol.]]&lt;br /&gt;
[[File:Payday Glock sights.jpg|thumb|none|600px|The player aims the STRYK pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] appears in-game as the Bronco .44. It is unlocked at level 6 in the Support skill tree and is the most powerful sidearm, taking far less hits to kill enemies than the others. On the other hand, it fires more slowly and holds less ammunition than the other sidearms and has a longer reload time. Further levels in the Support tree will decrease the reload time, in addition to improving the accuracy (which will also give a full-length barrel) and increases to its already-high damage. It is worth noting that the final damage increase upgrade visually alters the bullets to be hollow-point rounds, which would actually be less effective against most of the enemies due to their body armor. Chains can be briefly seen holding the revolver during the game intro and on a menu background.&lt;br /&gt;
[[File:Taurus Raging Bull black.jpg|thumb|none|350px|Taurus Raging Bull Black - .44 Magnum]]&lt;br /&gt;
[[File:B44.jpg|thumb|none|600px|The Bronco .44 alongside the long-barrel-upgraded version, and the unupgraded and hollow-point bullet speedloaders compared.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull holding 1.jpg|thumb|none|600px|The player holds the unupgraded Bronco .44.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull holding 2.jpg|thumb|none|600px|The player holds the Bronco .44 with its long barrel upgrade.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull holding 3.jpg|thumb|none|600px|The player holds the Bronco .44 with its hollow-point bullets upgrade.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull aim.jpg|thumb|none|600px|The player aims the unupgraded Bronco .44.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull reloading 1.jpg|thumb|none|600px|The player reloads the base Bronco .44.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull reloading 2.jpg|thumb|none|600px|The player reloads the long-barreled Bronco .44.]]&lt;br /&gt;
[[file:Payday Taurus Raging Bull reloading 3.jpg|thumb|none|600px|The player prepares to load new hollow-point rounds into the fully upgraded Bronco .44.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A2==&lt;br /&gt;
The [[MP5A2|Heckler and Koch MP5A2]] appears in-game as the Compact-5. It is unlocked at level 21 of the Support skill tree, and is the most accurate of the secondary weapons. It fires slower than the Mark 11 and holds less in its magazine, but is far more precise and is an effective weapon at medium and even long ranges with good aim and firing discipline, even being an excellent weapon to dispatch SWAT Snipers. Upgrades later in the Support tree will decrease the time it takes to zoom in and out of its sights, as well as lower its reload duration (which will change the magazine to a straight magazine, and later a double magazine) and recoil. Rather than magazine extensions, the Compact-5 gets upgrades to its already high accuracy, which eventually changes the handguard into a heat shield. It is also worth noting that two MP5s with their stocks removed are used as the weapon part of the deployable Sentry Gun (which is available with the Wolf Pack DLC), which appears to feed from an internal box, similar to the ammo boxes used in machine guns, instead of magazines. The MP5 is also used by the Cloaker special units. The MP5 is also seen in the menu background for the Support tree, being carried by Chains.&lt;br /&gt;
[[File:H%26KMP5-N.jpg|thumb|none|350px|Heckler and Koch MP5A2 - 9x19mm.]]&lt;br /&gt;
[[File:COM-5.jpg|thumb|none|600px|The base Compact-5 above the fully-upgraded version.]]&lt;br /&gt;
[[file:Payday MP5A2 holding 1.jpg|thumb|none|600px|The player holds the normal Compact-5.]]&lt;br /&gt;
[[file:Payday MP5A2 holding 2.jpg|thumb|none|600px|The player holds the Compact-5. It's hard to tell, but it has its heat-shield upgrade, signifying this is a fully-upgraded Compact-5.]]&lt;br /&gt;
[[file:Payday MP5A2 aim.jpg|thumb|none|600px|The player aims the Compact-5.]]&lt;br /&gt;
[[file:Payday MP5A2 reloading 1.jpg|thumb|none|600px|The player reloads the Compact-5.]]&lt;br /&gt;
[[file:Payday MP5A2 reloading 2.jpg|thumb|none|600px|The player loads a new double-magazine into the Compact-5.]]&lt;br /&gt;
[[file:Payday MP5A2 reloading 3.jpg|thumb|none|600px|The player reloads a fully-upgraded Compact-5.]]&lt;br /&gt;
[[File:Payday_MP5_sentry.jpg|thumb|none|600px|Twin-linked MP5s serve as the weapon for the sentry gun. They appear to feed from a high-capacity box instead of traditional magazines. This is supported by the fact that the sentry gun fires well beyond 30 rounds, the largest magazine for an MP5, before running out of ammo.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]], fitted with a suppressor, appears in-game as the &amp;quot;Mark 11&amp;quot; (indicative of the MAC-11, but the in-game stats specifically state it is a .45 ACP weapon). It is unlocked at level 5 of the Assault tree and is a popular secondary weapon, given its rather large magazine capacity and its high rate of fire, though its power is somewhat low and its recoil can be hard to manage. It is the only weapon in the game aside from the B9-S that comes with a suppressor, making it useful for missions where stealth would be required (such as shooting out security cameras at the start of the No Mercy DLC heist). Further level-ups in the Assault tree will reduce the time it takes to zoom in and out from the sights, as well as increase the magazine size (which visibly changes) and lower the recoil (which will change the suppressor to a large flash hider on the final upgrade, oddly enough). The MAC-10 is also used (again, with the suppressor) by the enemy gangsters in the Panic Room heist. The menu background for the Assault tree also shows Dallas carrying this weapon.&lt;br /&gt;
[[File:Ingram-mac10 new.jpg|thumb|none|350px|MAC-10 with a suppressor - .45 ACP]]&lt;br /&gt;
[[File:Ingram MAC 10.jpg|thumb|none|350px|MAC-10 with detachable barrel extension - .45 ACP]]&lt;br /&gt;
[[File:Mark11.jpg|thumb|none|600px|The Mark 11 with its visual upgrades showcased.]]&lt;br /&gt;
[[file:PaydayMac10holding1.jpg|thumb|none|600px|The player holds the base Mark 11.]]&lt;br /&gt;
[[file:Payday Mac10 holding 2.jpg|thumb|none|600px|The player holds the Mark 11 with its lightweight &amp;quot;silencer&amp;quot; upgrade.]]&lt;br /&gt;
[[file:Payday Mac10 aim.jpg|thumb|none|600px|The player aims the Mark 11.]]&lt;br /&gt;
[[file:Payday Mac10 reloading 1.jpg|thumb|none|600px|The player reloads the unupgraded Mark 11.]]&lt;br /&gt;
[[file:Payday Mac10 reloading 2.jpg|thumb|none|600px|The player reloads the Mark 11 with its upgraded casket magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4A1|Colt M4A1]] appears in-game as the AMCAR-4. It is the default primary weapon, being fairly accurate and powerful with a high rate of fire. As with the B9-S, the three different skill trees (not counting the Wolf Pack DLC, as the Technician tree does not affect either starting weapon) will upgrade different aspects of the weapon. The Assault tree increase the AMCAR's power, while the Sharpshooter tree increases its accuracy (adding a different flash hider and later an EOTech sight), and the Support tree enhances its magazine capacity. The M4A1 is also used by a majority of the SWAT enemies, notably the Taser. Bizarrely, the shock from the taser appears to come from the barrel of their M4A1s. The SWAT Sniper enemies also use them semi-automatically and with red tracer rounds, though this can only be seen on Counterfeit where the snipers are much closer than in other maps. Many menu backgrounds also depict the crew holding this weapon.&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:AMCAR.jpg|thumb|none|600px|The AMCAR-4's in-game model and upgrades.]]&lt;br /&gt;
[[file:Payday M4A1 holding 1.jpg|thumb|none|600px|The player holds the unupgraded AMCAR-4.]]&lt;br /&gt;
[[file:Payday M4A1 holding 2.jpg|thumb|none|600px|The player holds the AMCAR-4 with its flash hider upgrade.]]&lt;br /&gt;
[[file:Payday M4A1 holding 3.jpg|thumb|none|600px|The player holds the AMCAR-4, now fully upgraded with its reflex sight.]]&lt;br /&gt;
[[file:Payday M4A1 aim 1.jpg|thumb|none|600px|The player aims through the base AMCAR-4's iron sights.]]&lt;br /&gt;
[[file:Payday M4A1 aim 2.jpg|thumb|none|600px|The player aims through the fully upgraded AMCAR-4's reflex sight.]]&lt;br /&gt;
[[file:Payday M4A1 reloading 1.jpg|thumb|none|600px|The player reloads the AMCAR-4.]]&lt;br /&gt;
[[file:Payday M4A1 reloading 2.jpg|thumb|none|600px|The player reloads the AMCAR-4, its flash hider upgrade.]]&lt;br /&gt;
[[file:Payday M4A1 reloading 3.jpg|thumb|none|600px|The player reloads the fully upgraded AMCAR-4.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKM==&lt;br /&gt;
The [[AKM|Izhmash AKM]] appears in-game as the ''AK'' in the Wolf Pack DLC. It is unlocked at level 9 in the Technician skill tree and has more power and a higher rate of fire than the AMCAR-4, but at the same time, has a longer reload time and much higher recoil. Upgrades later in the tree will decrease the recoil, and increase the accuracy (which results in adding a reflex sight, which seems to be a lower weaver rail mounted [http://posp.ru/rd/pk-04_L.jpg PK-04 Collimator sight].), magazine size, and power. One of the later recoil dampener upgrades will change the rifle's frame by replacing the wooden handguard with a synthetic black RIS handguard and the wooden fixed stock replaced with a metal folding stock typically found in skladnoy AK variants.&lt;br /&gt;
&lt;br /&gt;
A worthy note is that the AK's magazine is noticeably small and has little curvature, highly resembling the smaller 5.56x45mm magazines used by the [[Norinco Type 84S]]. This is odd, however, since according to it's in-game description: it uses the standard 7.62x39mm rounds. It also uses an AK74-styled muzzle brake, although there are aftermarket muzzle brakes in that style for 7.62x39mm AKs.&lt;br /&gt;
&lt;br /&gt;
[[File:AKMRifle.jpg||350px|thumb|none|Izhmash AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Payday_AK_Normal.jpeg|thumb|600px|none|Holding an unmodded AK. Note the ribbed receiver.]]&lt;br /&gt;
[[File:Payday_AK_Normal_Sights.jpg|thumb|600px|none|Sighting down an unmodded AK.]]&lt;br /&gt;
[[File:Payday AK Normal Reload.jpg|600px|none|thumb|The dramatic reload of an unmodded AK. Whenever the magazine is reloaded after it is completely empty; the shooter will displace the old magazine by pushing the release level with the new magazine then load it in, then throw the gun over to his left hand to charge the weapon with his right hand, then position it back.]]&lt;br /&gt;
[[File:Payday AK upgrade.jpg|350px|none|thumb|A view of the AK in the upgrade menu. Note the Type 84S-styled magazine and AK74-styled muzzle brake.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14　Rifle#Springfield Armory M1A SOCOM 16|M1A SOCOM 16]] appears in-game as the M308. It is unlocked at level 17 in the Sharpshooter skill tree and features a dark digital camouflage finish in first-person (though oddly, the third-person is black instead). Upgrades later in the tree will decrease the high recoil and increase the magazine capacity and damage, in addition to the accuracy (which will add a reflex sight later on). The menu background for the Sharpshooter tree also shows Hoxton wielding this rifle.&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|350px|Springfield Armory M1A SOCOM 16 - .308 Winchester]]&lt;br /&gt;
[[File:M308.jpg|thumb|none|600px|The M308 showcased with its only visual upgrade.]]&lt;br /&gt;
[[file:Payday M14 holding 1.jpg|thumb|none|600px|The player holds the unupgraded M308.]]&lt;br /&gt;
[[file:Payday M14 holding 2.jpg|thumb|none|600px|The player holds the sighted M308.]]&lt;br /&gt;
[[file:Payday M14 aim 1.jpg|thumb|none|600px|The player aims with the unupgraded M308, wishing that they had an optical sight to use.]]&lt;br /&gt;
[[file:Payday M14 aim 2.jpg|thumb|none|600px|The player's wishes had come true and is now aiming the M308 with the assistance of a scope.]]&lt;br /&gt;
[[file:Payday M14 reloading 1.jpg|thumb|none|600px|After failing to snipe the ground beneath them because their rifle lacks a scope, the player reloads the M308.]]&lt;br /&gt;
[[file:Payday M14 reloading 2.jpg|thumb|none|600px|With the help of their scope, the player managed to take out the ground with only one shot and tops off the rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M1 Entry==&lt;br /&gt;
A variant of the [[Benelli M Series Super 90 Shotguns#Benelli M1|Benelli M1 Entry]] appears in-game as the Reinbeck 880. It is unlocked at level 13 in the Support skill tree and is a popular primary weapon due to its high damage, and because it hits from much further away than most shotguns in video games can. When reloading from empty, the gun will occasionally be pumped after the last shell is loaded, but sometimes instead after the first shell. The high power makes it easy to stun enemies that aren't killed outright. Upgrades will increase the magazine capacity and power, as well as lower the recoil (which comes with a heat shield on the barrel at a late level). Some enemies use this as well, mostly the higher-level SWAT team. It is also used by the Bulldozer special unit, having extreme power in his hands and is usually able to incapacitate a player in a single blast if their armor was already low or gone. Oddly enough, the third-person model of the Reinbeck is that of a Mossberg 500 series shotgun with a heat shield and an M4-style stock and pistol grip.&lt;br /&gt;
[[File:Benellim1entry5hx.jpg|thumb|none|350px|Benelli M1 Entry - 12 Gauge]]&lt;br /&gt;
[[File:R880.jpg|thumb|none|600px|The Reinbeck 880 is shown with and without its upgrades.]]&lt;br /&gt;
[[file:Payday Benelli M1 holding 1.jpg|thumb|none|600px|The player holds the unupgraded Reinbeck 880.]]&lt;br /&gt;
[[file:Payday Benelli M1 holding 2.jpg|thumb|none|600px|The player holds the fully upgraded Reinbeck, as denoted by its heat shield.]]&lt;br /&gt;
[[file:Payday Benelli M1 aim.jpg|thumb|none|600px|The player aims the Reinbeck.]]&lt;br /&gt;
[[file:Payday Benelli M1 reloading 1.jpg|thumb|none|600px|The player reloads the base Reinbeck.]]&lt;br /&gt;
[[file:Payday Benelli M1 reloading 2.jpg|thumb|none|600px|The player reloads the Reinbeck with its extended magazine upgrade.]]&lt;br /&gt;
[[file:Payday Benelli M1 reloading 3.jpg|thumb|none|600px|The player reloads the fully-upgraded Reinbeck 880. Note that the heat shield covers the weapon's serial number.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] appears in-game as the Locomotive 12G. It is unlocked at level 7 in the Sharpshooter skill tree and is infamous among the community for its low magazine capacity, accuracy, and power. Unusually, ammo pickups from enemies will sometimes not function for this weapon. The Locomotive's main advantages are its somewhat faster rate of fire and its slightly faster reload speed than the Reinbeck. Later levels in the Sharpshooter tree will decrease the recoil and reload time, in addition to enhancing its small magazine (very slightly) and increasing its fire rate, which eventually adds a barrel extension and a foregrip.&lt;br /&gt;
[[File:Super Shorty (870).jpg|thumb|none|350px|Serbu Super Shorty Shotgun made from a [[Remington 870]] - 12 Gauge]]&lt;br /&gt;
[[File:L12G.jpg|thumb|none|600px|The Locomotive 12G with its visual upgrades.]]&lt;br /&gt;
[[file:Payday Serbu Super Shorty holding 1.jpg|thumb|none|600px|The player holds the Locomotive 12G. Its visual upgrades can't be seen without reloading.]]&lt;br /&gt;
[[file:Payday Serbu Super Shorty aim 1.jpg|thumb|none|600px|The player aims the Locomotive 12G , its stock acting as a makeshift scope.]]&lt;br /&gt;
[[file:Payday Serbu Super Shorty reloading 1.jpg|thumb|none|600px|The player reloads the unupgraded Locomotive 12G.]]&lt;br /&gt;
[[file:Payday Serbu Super Shorty reloading 2.jpg|thumb|none|600px|The player reloads the Locomotive 12G with its extended magazine upgrade.]]&lt;br /&gt;
[[file:Payday Serbu Super Shorty reloading 3.jpg|thumb|none|600px|The player reloads the Locomotive 12G with its custom foregrip upgrade.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
The [[Heckler %26 Koch HK series machine guns#Heckler .26 Koch HK21|Heckler and Koch HK21]] appears in-game as the Brenner 21. It is unlocked at level 22 of the Assault tree and is a popular weapon due to its very high power and its large magazines. Upgrades are given at later levels that boost its already-high damage and magazine size, and decrease its recoil (which will add an unusable bipod and a reflex sight). The last magazine upgrade will change the magazine to a box and ammo belt instead of the normal drum. The Brenner 21's main flaws are its very low accuracy, its slow reload times, and its somewhat low rate of fire.&lt;br /&gt;
[[File:HK21MachineGun.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK21 Machine Gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:BREN.jpg|thumb|none|600px|The Brenner 21 along with its various upgrades.]]&lt;br /&gt;
[[file:Payday HK21 holding 1.jpg|thumb|none|600px|The player holds the Brenner 21 with its box magazine upgrade, it's ''last'' upgrade.]]&lt;br /&gt;
[[file:Payday HK21 holding 2.jpg|thumb|none|600px|The player holds the Brenner 21 with its bipod and reflex sight upgrades, but not with its box magazine upgrade. Apparently whoever was taking these pictures forgot that the ''drum'' magazine was the unupgraded magazine and the ''box'' magazine was the upgraded one, not the other way around.]]&lt;br /&gt;
[[file:Payday HK21 aim 1.jpg|thumb|none|600px|The player aims with the Brenner 21's rather small iron sights.]]&lt;br /&gt;
[[file:Payday HK21 aim 2.jpg|thumb|none|600px|The player aims through the Brenner 21's reflex sight upgrade.]]&lt;br /&gt;
[[file:Payday HK21 reloading 1.jpg|thumb|none|600px|The player prepares to remove the Brenner 21's upgraded box magazine.]]&lt;br /&gt;
[[file:Payday HK21 reloading 2.jpg|thumb|none|600px|The player grips the Brenner 21's upgraded box magazine while eyeing the bipod upgrade.]]&lt;br /&gt;
[[file:Payday HK21 reloading 3.jpg|thumb|none|600px|The player dramatically grabs the Brenner 21's unupgraded drum magazine, with the bipod upgrade hidden behind the player's hand and the weapon's reflex sight upgrade on the right edge of the picture.]]&lt;br /&gt;
[[file:Payday HK21 reloading 4.jpg|thumb|none|600px|The player finally reloads a fully upgraded Brenner 21.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] appears in-game as the GL40 in the Wolf Pack DLC. It is unlocked at level 21 of the Technician skill tree. It can decimate a fairly large group of enemies in a single hit, and is powerful, though its slow reload time, low reserve ammunition capacity, and the fact that it can cause self-damage (and potentially hit civilians or hostages) require its users to be careful and conservative. An upgrade later in the tree will increase the radius of the explosions (and add a range finder), while others will increase the damage and the number of extra grenades that can be carried. In particular, the GL40 is an effective weapon on the Shield special units, as firing one grenade behind their bulletproof shield will usually kill them instantly (and any enemies next to them).&lt;br /&gt;
[[File:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M18 smoke grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is a tactical grenade exclusive to the police. It is usually thrown whenever the SWAT team goes in during a police assault. It obscures player vision, but the police seem to be totally unaffected by it and are capable of accurately shooting you down through the smoke cloud. Supposedly because of thermal sights according to the heisters, despite the fact that apart from the Cloaker, no officer is seen wearing or using any kind of electronic goggles or scopes.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade]]&lt;br /&gt;
[[file:Payday M18 Smoke.jpg|thumb|none|600px|The M18 smoke grenade strangely unobscured by its own smoke.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=970765</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=970765"/>
		<updated>2015-10-19T01:12:40Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these specimen have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the specimens and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the specimen.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for the survivors. It can be dual-wielded, in which case the left pistol will not have a weaponlight mounted (this can also be seen in both ''[[Left 4 Dead]]'' and ''[[Left 4 Dead 2]]''). Oddly, the slide will not lock back once the last round is fired, but will instead slide back by itself at the beginning of the reloading animation; this is also the case for the other semi-auto pistols. As is standard with most of the sidearms of Killing Floor, the hammer is not cocked back and never moves either. Another interesting thing to note is that despite being 9mm, it can still blow a specimen's head and limbs clean off its body, as with every other bullet-firing weapon in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|300px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Killing floor M9.jpg|none|thumb|400px|A survivor holds his M9A1, note that the hammer is and remains uncocked.]]&lt;br /&gt;
[[Image:Beretta_ironsight_KF.jpg|500px|thumb|none|The survivor takes aim at some distant Clots and gives us a look at the M9A1's sights.]]&lt;br /&gt;
[[Image:Dual_Berettas_KF.jpg|500px|thumb|none|The survivor dual wields M9A1's and prepares to use them against some unruly Clots.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter perk. It has comparable power to the .44 Magnum with twice the capacity, though it shares the same price as the Handcannon and has a slower reload time than other pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with it's hammer cocked back and also comes with green tritium night-sights.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|300px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[Image:KF-Mk23.jpg|thumb|none|350px|A survivor wanders a forest with his Mark 23, note the cocked back hammer.]]&lt;br /&gt;
[[Image:KF-Mk23Reload.jpg|thumb|none|400px|Noticing some enemies have joined him, the survivor reloads his Mark 23.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Mark XIX Desert Eagle]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter-perk weapon. While it features an 8-round magazine, it is modeled after the .50 AE version, which should hold only 7 rounds. It can be dual-wielded, like the other pistols.  It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|300px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[Image:Killing floor IMI desert eagle.jpg|none|thumb|400px|A survivor wields his newly purchased &amp;quot;Handcannon&amp;quot;, note the hammer is uncocked.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29|S&amp;amp;W Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a new weapon for the Sharpshooter perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|300px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:KF-M29.jpg|none|thumb|300px|A survivor wanders an abandoned motorway with his Model 29.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
The 2012 Halloween event adds a modified [[Colt 1851 Navy]] revolver. Like the other handguns, it can be dual-wielded - unlike the other handguns, it is meant for the Firebug perk, and as such it is modified to launch .36-caliber flares rather than bullets. This is one of four weapons which cannot be bought without the Community Weapons Pack DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[Image:KF-Flaregun.jpg|thumb|none|300px|A survivor wanders a warehouse with his Flare Revolver.]]&lt;br /&gt;
[[Image:KF-FlaregunReload.jpg|thumb|none|450px|The reload of a single Flare Revolver - likely due to the specialized ammo, player characters with the weapon carry fully-loaded chambers and swap them out as necessary.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A new weapon for the Medic perk is the [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, it cannot be used. Its magazine holds 32 rounds, and like with the MP7, a sufficiently-leveled Medic can double that to an astounding 64. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;. Note that, unique as the reload animation may be, it is likely not possible with a real MP5 as the magazine is seated deep enough into the magazine well that it would have to be pulled down rather than knocked forwards.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|400px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[Image:KF-MP5.jpg|none|thumb|450px|A survivor and his MP5M wander the bloody streets of abandoned West London.]]&lt;br /&gt;
[[Image:KF-MP5Reload.jpg|thumb|none|450px|Having run into trouble, the survivor reloads his MP5M; a process similar to the FAL from ''[[Call of Duty: Modern Warfare 2]]'', only with less clipping issues and more HK Slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
One of the Medic perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in game. As a Medic weapon, it is equipped with a medication dart launcher attached to the side rails of the MP7, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. &lt;br /&gt;
&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[Image:Killing floor MP7.jpg|none|thumb|400px|A survivor wanders the streets of London with his MP7M, note the medical dart launcher on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first, the M1A1, is one of the four Community Pack DLC weapons. Like the Commando assault rifles, it uses 30-round magazines which can have their capacity increased to 37. The other two are both M1928's fitted with the distinctive drum magazines. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', while the second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;. As stated, both load from drum magazines, the Rising Storm version holding 50 rounds and the LDS holding 40; being Commando weapons, they too can both have their capacities increased to 62 and 50, respectively.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|300px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|300px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:KF-Thompson.jpg|none|thumb|400px|A survivor wields his M1A1 &amp;quot;Tommy Gun&amp;quot;.]]&lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with golden finish, various gears and steampunk swooshes.]]&lt;br /&gt;
[[Image:KF-ThompsonReload.jpg|thumb|none|450px|A group of Clots watch from afar as a survivor pulls the bolt back on his M1A1 Thompson. Like the MAC-10, it is automatically forced forward as soon as the player reloads; on the M1A1 version, however, this is not immediately obvious due to the rest of the gun obscuring the bolt from normal view.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] chambered in .45 is equipped with the standard two stage suppressor and a 30 round magazine, although this can be extended to 47 with a high enough Firebug perk. The MAC-10 comes with semi and auto fire modes. If used in conjunction with the Firebug perk, bullets which do not instantly kill specimens will set them on fire. The reload animation has a similar issue to the pistols above - no matter how many rounds are left in the gun, the chamber will immediately lock closed upon pressing the reload key, just so the player can pull it open after replacing the magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|300px|Ingram MAC-10 with suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Killingfloormac10.jpg|none|thumb|340px|A survivor looks off into the radioactive waste-filled lake in Hillbilly Horror, with his MAC-10 in hand.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It loads with 30-round magazines which for some reason only hold 25 bullets. However, like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|300px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KF-Vector.jpg|none|thumb|350px|A survivor wanders a Moon Base, yes Moon Base, with his Vector.]]&lt;br /&gt;
[[Image:KF-VectorReload.jpg|none|thumb|450px|Even in space, no one can escape Specimen and the survivor reloads his Vector.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. The weapon is tempered with horrible spread, meaning a lot of close attacks as well as the rather long reload.&lt;br /&gt;
&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|350px|Stoeger/IGA coach gun - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor Shotgun.jpg|none|thumb|400px|A survivor and his &amp;quot;Hunting Shotgun&amp;quot; look for some &amp;quot;game&amp;quot; in West London.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and comes with the largest reserve ammo, coming with 80 spare rounds. While very powerful and quick reloading, the AA12 is heavy and very expensive. Inaccurately, the AA12 has a semi-automatic fire mode, a setup the real AA12 lacks. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor AA12.jpg|none|thumb|400px|A survivor looks at his AA12 while on the watch for any enemies.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a weaponlight mounted that does work. In-game it is only pump-action. The M3 Super 90 is a solid shotgun for earlier rounds though gets a bit weaker later on. A variant with the same blood-splattered woodland camouflage as the MP5M is added with the Camo Weapons Pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|350px|Benelli M3 Super 90 with pistol grip stock combination and ghost ring sights - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor M3.jpg|none|thumb|400px|A survivor prepares to breach a phonebooth with his M3 Super 90.]]&lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it mounts a weaponlight as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity (6, indicating the use of three-inch shells; incidentally, both weapons take the same amount of time to fully reload from empty, due to the previous two facts). This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|400px|Benelli M4 Super 90 with 6-round tube - 12 Gauge.]]&lt;br /&gt;
[[Image:KF-BenelliM4.jpg|none|thumb|450px|A survivor stares down a Scrake with a Combat Shotgun.]]&lt;br /&gt;
[[Image:KF-BenelliM4Reload.jpg|none|thumb|450px|A survivor reloads his Combat Shotgun whilst wandering a player-made map.]]&lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun with a magazine well replacing the open end of the dual shell tubes, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads as well as fancy tritium sights. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or the handle is pumped. While lighter and having a farther range than the other shotguns, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|350px|thumb|none|Kel-Tec KSG - 12 Gauge]]&lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|350px|thumb|none|The &amp;quot;HSG-1 Shotgun&amp;quot; in all of it's glory.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 Trench Gun ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]]. As a Firebug weapon, it is the only shotgun in the game to load incendiary buckshot, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but the weapon would have to be cocked with five shells in the tube before the user added a sixth. The &amp;quot;Trenchgun&amp;quot;, as the game calls it, packs a mean whallop as well as coming with a generous amount of spare shells. It is a bit less useful against bigger enemies like the Scrake and the Fleshpound.&lt;br /&gt;
&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester M1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge]]&lt;br /&gt;
[[Image:KF-Trenchgun.jpg|none|thumb|450px|A survivor wields his &amp;quot;Trenchgun&amp;quot; while taking a break in a small park.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]]. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight, likely chosen for better target visibility when using iron sights, and a resemblance to a scope, an icon of accuracy. It deals comparable damage to the SCARMK17 per bullet, though with half the capacity and with a forced delay between shots due to the lever-action. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
&lt;br /&gt;
[[Image:PheonixentWinchester1894.jpg|thumb|none|350px|Winchester Model 1894 - .30-30]]&lt;br /&gt;
[[Image:Killing floor lever action.jpg|none|thumb|400px|A survivor and his Winchester go out on the prowl for any specimen.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Unlike the real SMLE, it is reloaded by replacing the magazine - Killing Floor shares the distinction with ''Call of Duty: Finest Hour'' and ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|350px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic and is, statistically, nearly identical to the Draco AK Carbine (higher fire rate and more reserve ammo, but slower reload and less damage per bullet). The much more expensive version for the Demolitions perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. Both M4 models feature Vltor Improved Mudstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a digital camo pattern for those who own the Camo Weapons Pack DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|400px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:KF-M4.jpg|none|thumb|300px|A survivor wields his M4A1 Carbine, note that he uses the magwell as a foregrip.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|350px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[Image:KF-M4M203.jpg|none|thumb|300px|Another survivor wields his &amp;quot;M4 203&amp;quot;, ready to lob some 40mm doom.]]&lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
&lt;br /&gt;
== L22 Prototype ==&lt;br /&gt;
The first of the Commando-perk weapons is the [[Enfield L85 rifle series#L22 Prototype|L22 prototype]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech red dot sight (which is unrealistic, as the rail on the L22 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. Higher-leveled Commandos can hold an additional 10 rounds per mag for a total of 50. When reloading the player does not chamber a new round, which would make the gun useless if the magazine was emptied; inspection of the weapon when on the ground seems to indicate that the in-game model lacks a charging handle at all, making it a wonder how it even fires in the first place. The L22 is a useful weapon, usually found on the ground and good enough against most enemies, although it suffers against the bigger enemies.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|none|thumb|350px|L22 prototype with SUSAT scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Killing floor L22A1.gif|none|thumb|400px|A survivor grabs his L22 prototype and brings it to bear against the first wave of enemies.]]&lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|The L22 prototype on the ground. The lack of any charging handle or ejection port is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian Draco AK Carbine ==&lt;br /&gt;
A [[AK-47#AIMR|Romanian AK Draco carbine]], referred to as an &amp;quot;AK47&amp;quot; and fitted with an [[AK-47#AIM/AIMS|AIMS]]-style folding stock, is the second Commando weapon. The Draco serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMK17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Romanian-Draco-Carbine.jpg|thumb|none|400px|Romanian Draco AK Carbine - 7.62x39mm]]&lt;br /&gt;
[[Image:Killing floor AK 1.jpg|none|thumb|400px|A survivor looks at his newly purchased Draco.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped Draco carbine. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on.]]&lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the Draco carbine with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
== MKb42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb is another all-rounder weapon, with rather controllable recoil and rate of fire, though the ironsights aren't as nice as the othe rifles. Like all of the assault rifles, high level Commando characters can have the magazine capacity boosted from 30 to 37.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|300px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:KF-MKb42.jpg|thumb|none|350px|MKb42 in-game]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL 50.00 ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL|FN FAL 50.00]] is a new, powerful Commando weapon. Called the &amp;quot;FNFAL ACOG&amp;quot;,like the SCAR-H, its capacity can be increased to 25 bullets at high Commando levels. It also shares the SCAR-H's high power as well as lower recoil, though with a higher firing rate and a higher cost. The FAL in-game is customized with the wooden furniture of an L1A1 SLR, a rail above the receiver, and an ACOG scope mounted on said rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|400px|thumb|none|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|400px|thumb|none|L1A1 SLR with wooden furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:KF-FAL.jpg|400px|thumb|none|A survivor wanders an abandoned motorway with his FAL.]]&lt;br /&gt;
[[Image:KF-FALACOG.jpg|400px|thumb|none|Hearing some rustling in the trees, the survivor draws a bead on a tree and gives us a look at the FAL's ACOG sight.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H STD (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H STD]], appears as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando perk weapons available in-game. At high Commando levels, it can hold up to 25 rounds per magazine. Although real-life cyclic rate is about 625 rounds/min, it has one of the fastest RPM in the game as well as the highest recoil on par with the Draco.It features an Aimpoint M68 Close Combat Optic and a Tango Down vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|400px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor SCAR H.jpg|none|thumb|400px|Nearing the end of a match, a survivor wields his newly purchased SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
== Mark 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk. 14 Mod. 0 EBR]] rifle, a model with a fixed Sage CA-Mandatory tactical stock. It is equipped with a laser aiming module. In-game, it is incorrectly referred as 'M14EBR'. While it has a high price at the trader and rather high recoil, it comes with standard 20 round magazines, a high DPS and usable laser sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|none|thumb|350px|Mk. 14 Mod 0 EBR with Harris bipod, RIS foregrip, and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor M14 EBR.jpg|none|thumb|400px|A survivor wields his modified Mk. 14 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec RFB Carbine ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]] looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. A red dot sight (with a digital ammunition counter below the sight itself), foregrip, and a medication dart launcher are attached to it.&lt;br /&gt;
The design shares a number of features with [http://fc01.deviantart.net/fs15/f/2007/006/0/a/M7_AMAWS_C_by_Bonez18B.jpg this concept art for a caseless 5.72mm rifle], though modified to load normal 7.62mm rounds like the real RFB. The in-game version holds 15 rounds per magazine by default, which, like the other Medic weapons, can be doubled to 30. The &amp;quot;M7A3&amp;quot; packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|350px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
[[Image:KF-M7A3.jpg|thumb|none|450px|A survivor wields his M7A3 in-game. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge.]]&lt;br /&gt;
[[Image:KF-M7A3Reload.jpg|thumb|none|450px|After a firefight near a abandoned manor house, the survivor reloads his M7A3. Like other weapons added through post-2011 patches, its magazines appear empty when removed (even if they're nearly full) and with modeled bullets when replaced. A nice touch, though the design of this magazine makes it seem as though some other force is at work keeping it in place during normal gameplay.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, the [[Barrett M99]] is one of the new Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other non-default weapons alongside it, it must reload after every shot, and its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
&lt;br /&gt;
[[File:Barett m99-1.jpg|450px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|Promotional image of the M99 AMR. Note that it lacks the loading/ejection port and the bolt handle, which are obviously present on the real-world and actual in-game weapons.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade, players are equipped with the [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]. Unlike the knife, they are thrown simply by pressing a key. Players can carry up to 5 normally (or up to 11 at the highest Demolition or Support Specialist level). Tossing more than one grenade at a time can &amp;quot;stack&amp;quot; them; any grenades that go off will prematurely detonate any others caught in its explosive radius, increasing the damage dealt in and the range of the explosion. Level 3 or above Firebug or Medic players get upgraded versions of the grenades - the former get incendiary grenades which deal less self-damage and set all enemies in the blast on fire, while the latter's grenades release a specialized gas which heals teammates and poisons specimens caught within the blast.&lt;br /&gt;
&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. The blade and leaf sights aren't used to account for trajectories. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though it's single shot capacity does lower it's damage a bit.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Killing floor M79.jpg|none|thumb|400px|An survivor and his M79 go for a lovely afternoon stroll in London.]]&lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor begins reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly referred to by the similar Mk 1L's USMC designation of M32. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, though the reload is incredibly slow.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Killing floor M32.jpg|none|thumb|400px|An survivor prepares to unleash havoc with his new M32.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== M203A1 Grenade Launcher ==&lt;br /&gt;
The [[M203 grenade launcher|M203A1 grenade launcher]] is mounted on the &amp;quot;M4 203&amp;quot; version of the M4A1 carbine. The damage of the 203 is on par with the M79, though is limited with it's small spare ammo supply.&lt;br /&gt;
&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|350px|M203A1 mounted on an M4A1 carbine - 40x46mm]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203A1 as shown in a promotional image for the game. Note the flip-up rear sight and polymer magazine.]]&lt;br /&gt;
[[Image:KF-M4M203.jpg|thumb|none|300px|A survivor wields his M4A1 and M203 combo on the abandoned motorway.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It resembles a [[LAW 80]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|350px|LAW 80 - 94mm]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
[[Image:Killing floor LAW 2.jpg|none|thumb|400px|With the final round in sight, a survivor prepares to end it with his LAW.]]&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;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=964449</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=964449"/>
		<updated>2015-09-28T00:52:13Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Benelli M4 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these &amp;quot;Specimen&amp;quot; have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the &amp;quot;Specimens&amp;quot; and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the &amp;quot;Specimen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for the survivors. It can be dual-wielded, in which case the left pistol will not have a weaponlight mounted (this can also be seen in both ''[[Left 4 Dead]]'' and ''[[Left 4 Dead 2]]''). Oddly, the slide will not lock back once the last round is fired, but will instead slide back by itself at the beginning of the reloading animation; this is also the case for the other semi-auto pistols. As is standard with most of the sidearms of Killing Floor, the hammer is not cocked back and never moves either. Another interesting thing to note is that despite being 9mm, it can still blow a specimen's head and limbs clean off its body, as with every other bullet-firing weapon in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|300px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Killing floor M9.jpg|none|thumb|400px|A survivor holds his M9A1, note that the hammer is and remains uncocked.]]&lt;br /&gt;
[[Image:Beretta_ironsight_KF.jpg|500px|thumb|none|The survivor takes aim at some distant Clots and gives us a look at the M9A1's sights.]]&lt;br /&gt;
[[Image:Dual_Berettas_KF.jpg|500px|thumb|none|The survivor dual wields M9A1's and prepares to use them against some unruly Clots.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter perk. It has comparable power to the .44 Magnum with twice the capacity, though it shares the same price as the Handcannon and has a slower reload time than other pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with it's hammer cocked back and also comes with green tritium night-sights.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|300px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[Image:KF-Mk23.jpg|thumb|none|350px|A survivor wanders a forest with his Mark 23, note the cocked back hammer.]]&lt;br /&gt;
[[Image:KF-Mk23Reload.jpg|thumb|none|400px|Noticing some enemies have joined him, the survivor reloads his Mark 23.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Mark XIX Desert Eagle]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter-perk weapon. While it features an 8-round magazine, it is modeled after the .50 AE version, which should hold only 7 rounds. It can be dual-wielded, like the other pistols.  It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|300px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[Image:Killing floor IMI desert eagle.jpg|none|thumb|400px|A survivor wields his newly purchased &amp;quot;Handcannon&amp;quot;, note the hammer is uncocked.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29|S&amp;amp;W Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a new weapon for the Sharpshooter perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|300px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:KF-M29.jpg|none|thumb|300px|A survivor wanders an abandoned motorway with his Model 29.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
The 2012 Halloween event adds a modified [[Colt 1851 Navy]] revolver. Like the other handguns, it can be dual-wielded - unlike the other handguns, it is meant for the Firebug perk, and as such it is modified to launch .36-caliber flares rather than bullets. This is one of four weapons which cannot be bought without the Community Weapons Pack DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[Image:KF-Flaregun.jpg|thumb|none|300px|A survivor wanders a warehouse with his Flare Revolver.]]&lt;br /&gt;
[[Image:KF-FlaregunReload.jpg|thumb|none|450px|The reload of a single Flare Revolver - likely due to the specialized ammo, player characters with the weapon carry fully-loaded chambers and swap them out as necessary.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A new weapon for the Medic perk is the [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, it cannot be used. Its magazine holds 32 rounds, and like with the MP7, a sufficiently-leveled Medic can double that to an astounding 64. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;. Note that, unique as the reload animation may be, it is likely not possible with a real MP5 as the magazine is seated deep enough into the magazine well that it would have to be pulled down rather than knocked forwards.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|400px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[Image:KF-MP5.jpg|none|thumb|450px|A survivor and his MP5M wander the bloody streets of abandoned West London.]]&lt;br /&gt;
[[Image:KF-MP5Reload.jpg|thumb|none|450px|Having run into trouble, the survivor reloads his MP5M; a process similar to the FAL from ''[[Call of Duty: Modern Warfare 2]]'', only with less clipping issues and more HK Slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
One of the Medic perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in game. As a Medic weapon, it is equipped with a medication dart launcher attached to the side rails of the MP7, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. &lt;br /&gt;
&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[Image:Killing floor MP7.jpg|none|thumb|400px|A survivor wanders the streets of London with his MP7M, note the medical dart launcher on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first, the M1A1, is one of the four Community Pack DLC weapons. Like the Commando assault rifles, it uses 30-round magazines which can have their capacity increased to 37. The other two are both M1928's fitted with the distinctive drum magazines. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', while the second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;. As stated, both load from drum magazines, the Rising Storm version holding 50 rounds and the LDS holding 40; being Commando weapons, they too can both have their capacities increased to 62 and 50, respectively.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|300px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|300px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:KF-Thompson.jpg|none|thumb|400px|A survivor wields his M1A1 &amp;quot;Tommy Gun&amp;quot;.]]&lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with golden finish, various gears and steampunk swooshes.]]&lt;br /&gt;
[[Image:KF-ThompsonReload.jpg|thumb|none|450px|A group of Clots watch from afar as a survivor pulls the bolt back on his M1A1 Thompson. Like the MAC-10, it is automatically forced forward as soon as the player reloads; on the M1A1 version, however, this is not immediately obvious due to the rest of the gun obscuring the bolt from normal view.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] chambered in .45 is equipped with the standard two stage suppressor and a 30 round magazine, although this can be extended to 47 with a high enough Firebug perk. The MAC-10 comes with semi and auto fire modes. If used in conjunction with the Firebug perk, bullets which do not instantly kill specimens will set them on fire. The reload animation has a similar issue to the pistols above - no matter how many rounds are left in the gun, the chamber will immediately lock closed upon pressing the reload key, just so the player can pull it open after replacing the magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|300px|Ingram MAC-10 with suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Killingfloormac10.jpg|none|thumb|340px|A survivor looks off into the radioactive waste-filled lake in Hillbilly Horror, with his MAC-10 in hand.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It loads with 30-round magazines which for some reason only hold 25 bullets. However, like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|300px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KF-Vector.jpg|none|thumb|350px|A survivor wanders a Moon Base, yes Moon Base, with his Vector.]]&lt;br /&gt;
[[Image:KF-VectorReload.jpg|none|thumb|450px|Even in space, no one can escape Specimen and the survivor reloads his Vector.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. The weapon is tempered with horrible spread, meaning a lot of close attacks as well as the rather long reload.&lt;br /&gt;
&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|350px|Stoeger/IGA coach gun - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor Shotgun.jpg|none|thumb|400px|A survivor and his &amp;quot;Hunting Shotgun&amp;quot; look for some &amp;quot;game&amp;quot; in West London.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and comes with the largest reserve ammo, coming with 80 spare rounds. While very powerful and quick reloading, the AA12 is heavy and very expensive. Inaccurately, the AA12 has a semi-automatic fire mode, a setup the real AA12 lacks. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor AA12.jpg|none|thumb|400px|A survivor looks at his AA12 while on the watch for any enemies.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a weaponlight mounted that does work. In-game it is only pump-action. The M3 Super 90 is a solid shotgun for earlier rounds though gets a bit weaker later on. A variant with the same blood-splattered woodland camouflage as the MP5M is added with the Camo Weapons Pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|350px|Benelli M3 Super 90 with pistol grip stock combination and ghost ring sights - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor M3.jpg|none|thumb|400px|A survivor prepares to breach a phonebooth with his M3 Super 90.]]&lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it mounts a weaponlight as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity (6, indicating the use of three-inch shells; incidentally, both weapons take the same amount of time to fully reload from empty, due to the previous two facts). This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|400px|Benelli M4 Super 90 with 6-round tube - 12 Gauge.]]&lt;br /&gt;
[[Image:KF-BenelliM4.jpg|none|thumb|450px|A survivor stares down a Scrake with a Combat Shotgun.]]&lt;br /&gt;
[[Image:KF-BenelliM4Reload.jpg|none|thumb|450px|A survivor reloads his Combat Shotgun whilst wandering a player-made map.]]&lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun with a magazine well replacing the open end of the dual shell tubes, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads as well as fancy tritium sights. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or the handle is pumped. While lighter and having a farther range than the other shotguns, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|350px|thumb|none|Kel-Tec KSG - 12 Gauge]]&lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|350px|thumb|none|The &amp;quot;HSG-1 Shotgun&amp;quot; in all of it's glory.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 Trench Gun ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]]. As a Firebug weapon, it is the only shotgun in the game to load incendiary buckshot, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but the weapon would have to be cocked with five shells in the tube before the user added a sixth. The &amp;quot;Trenchgun&amp;quot;, as the game calls it, packs a mean whallop as well as coming with a generous amount of spare shells. It is a bit less useful against bigger enemies like the Scrake and the Fleshpound.&lt;br /&gt;
&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester M1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge]]&lt;br /&gt;
[[Image:KF-Trenchgun.jpg|none|thumb|450px|A survivor wields his &amp;quot;Trenchgun&amp;quot; while taking a break in a small park.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]]. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight, likely chosen for better target visibility when using iron sights, and a resemblance to a scope, an icon of accuracy. It deals comparable damage to the SCARMK17 per bullet, though with half the capacity and with a forced delay between shots due to the lever-action. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
&lt;br /&gt;
[[Image:PheonixentWinchester1894.jpg|thumb|none|350px|Winchester Model 1894 - .30-30]]&lt;br /&gt;
[[Image:Killing floor lever action.jpg|none|thumb|400px|A survivor and his Winchester go out on the prowl for any specimen.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Unlike the real SMLE, it is reloaded by replacing the magazine - Killing Floor shares the distinction with ''Call of Duty: Finest Hour'' and ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|350px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic and is, statistically, nearly identical to the Draco AK Carbine (higher fire rate and more reserve ammo, but slower reload and less damage per bullet). The much more expensive version for the Demolitions perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. Both M4 models feature Vltor Improved Mudstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a digital camo pattern for those who own the Camo Weapons Pack DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|400px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:KF-M4.jpg|none|thumb|300px|A survivor wields his M4A1 Carbine, note that he uses the magwell as a foregrip.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|350px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[Image:KF-M4M203.jpg|none|thumb|300px|Another survivor wields his &amp;quot;M4 203&amp;quot;, ready to lob some 40mm doom.]]&lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
&lt;br /&gt;
== L22 Prototype ==&lt;br /&gt;
The first of the Commando-perk weapons is the [[Enfield L85 rifle series#L22 Prototype|L22 prototype]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech red dot sight (which is unrealistic, as the rail on the L22 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. Higher-leveled Commandos can hold an additional 10 rounds per mag for a total of 50. When reloading the player does not chamber a new round, which would make the gun useless if the magazine was emptied; inspection of the weapon when on the ground seems to indicate that the in-game model lacks a charging handle at all, making it a wonder how it even fires in the first place. The L22 is a useful weapon, usually found on the ground and good enough against most enemies, although it suffers against the bigger enemies.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|none|thumb|350px|L22 prototype with SUSAT scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Killing floor L22A1.gif|none|thumb|400px|A survivor grabs his L22 prototype and brings it to bear against the first wave of enemies.]]&lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|The L22 prototype on the ground. The lack of any charging handle or ejection port is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian Draco AK Carbine ==&lt;br /&gt;
A [[AK-47#AIMR|Romanian AK Draco carbine]], referred to as an &amp;quot;AK47&amp;quot; and fitted with an [[AK-47#AIM/AIMS|AIMS]]-style folding stock, is the second Commando weapon. The Draco serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMK17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Romanian-Draco-Carbine.jpg|thumb|none|400px|Romanian Draco AK Carbine - 7.62x39mm]]&lt;br /&gt;
[[Image:Killing floor AK 1.jpg|none|thumb|400px|A survivor looks at his newly purchased Draco.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped Draco carbine. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on.]]&lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the Draco carbine with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
== MKb42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb is another all-rounder weapon, with rather controllable recoil and rate of fire, though the ironsights aren't as nice as the othe rifles. Like all of the assault rifles, high level Commando characters can have the magazine capacity boosted from 30 to 37.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|300px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:KF-MKb42.jpg|thumb|none|350px|MKb42 in-game]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL 50.00 ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL|FN FAL 50.00]] is a new, powerful Commando weapon. Called the &amp;quot;FNFAL ACOG&amp;quot;,like the SCAR-H, its capacity can be increased to 25 bullets at high Commando levels. It also shares the SCAR-H's high power as well as lower recoil, though with a higher firing rate and a higher cost. The FAL in-game is customized with the wooden furniture of an L1A1 SLR, a rail above the receiver, and an ACOG scope mounted on said rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|400px|thumb|none|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|400px|thumb|none|L1A1 SLR with wooden furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:KF-FAL.jpg|400px|thumb|none|A survivor wanders an abandoned motorway with his FAL.]]&lt;br /&gt;
[[Image:KF-FALACOG.jpg|400px|thumb|none|Hearing some rustling in the trees, the survivor draws a bead on a tree and gives us a look at the FAL's ACOG sight.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H STD (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H STD]], appears as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando perk weapons available in-game. At high Commando levels, it can hold up to 25 rounds per magazine. Although real-life cyclic rate is about 625 rounds/min, it has one of the fastest RPM in the game as well as the highest recoil on par with the Draco.It features an Aimpoint M68 Close Combat Optic and a Tango Down vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|400px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor SCAR H.jpg|none|thumb|400px|Nearing the end of a match, a survivor wields his newly purchased SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
== Mark 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk. 14 Mod. 0 EBR]] rifle, a model with a fixed Sage CA-Mandatory tactical stock. It is equipped with a laser aiming module. In-game, it is incorrectly referred as 'M14EBR'. While it has a high price at the trader and rather high recoil, it comes with standard 20 round magazines, a high DPS and usable laser sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|none|thumb|350px|Mk. 14 Mod 0 EBR with Harris bipod, RIS foregrip, and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor M14 EBR.jpg|none|thumb|400px|A survivor wields his modified Mk. 14 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec RFB Carbine ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]] looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. A red dot sight (with a digital ammunition counter below the sight itself), foregrip, and a medication dart launcher are attached to it.&lt;br /&gt;
The design shares a number of features with [http://fc01.deviantart.net/fs15/f/2007/006/0/a/M7_AMAWS_C_by_Bonez18B.jpg this concept art for a caseless 5.72mm rifle], though modified to load normal 7.62mm rounds like the real RFB. The in-game version holds 15 rounds per magazine by default, which, like the other Medic weapons, can be doubled to 30. The &amp;quot;M7A3&amp;quot; packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|350px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
[[Image:KF-M7A3.jpg|thumb|none|450px|A survivor wields his M7A3 in-game. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge.]]&lt;br /&gt;
[[Image:KF-M7A3Reload.jpg|thumb|none|450px|After a firefight near a abandoned manor house, the survivor reloads his M7A3. Like other weapons added through post-2011 patches, its magazines appear empty when removed (even if they're nearly full) and with modeled bullets when replaced. A nice touch, though the design of this magazine makes it seem as though some other force is at work keeping it in place during normal gameplay.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, the [[Barrett M99]] is one of the new Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other non-default weapons alongside it, it must reload after every shot, and its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
&lt;br /&gt;
[[File:Barett m99-1.jpg|450px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|Promotional image of the M99 AMR. Note that it lacks the loading/ejection port and the bolt handle, which are obviously present on the real-world and actual in-game weapons.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade, players are equipped with the [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]. Unlike the knife, they are thrown simply by pressing a key. Players can carry up to 5 normally (or up to 11 at the highest Demolition or Support Specialist level). Tossing more than one grenade at a time can &amp;quot;stack&amp;quot; them; any grenades that go off will prematurely detonate any others caught in its explosive radius, increasing the damage dealt in and the range of the explosion. Level 3 or above Firebug or Medic players get upgraded versions of the grenades - the former get incendiary grenades which deal less self-damage and set all enemies in the blast on fire, while the latter's grenades release a specialized gas which heals teammates and poisons specimens caught within the blast.&lt;br /&gt;
&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. The blade and leaf sights aren't used to account for trajectories. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though it's single shot capacity does lower it's damage a bit.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Killing floor M79.jpg|none|thumb|400px|An survivor and his M79 go for a lovely afternoon stroll in London.]]&lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor begins reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly referred to by the similar Mk 1L's USMC designation of M32. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, though the reload is incredibly slow.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Killing floor M32.jpg|none|thumb|400px|An survivor prepares to unleash havoc with his new M32.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== M203A1 Grenade Launcher ==&lt;br /&gt;
The [[M203 grenade launcher|M203A1 grenade launcher]] is mounted on the &amp;quot;M4 203&amp;quot; version of the M4A1 carbine. The damage of the 203 is on par with the M79, though is limited with it's small spare ammo supply.&lt;br /&gt;
&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|350px|M203A1 mounted on an M4A1 carbine - 40x46mm]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203A1 as shown in a promotional image for the game. Note the flip-up rear sight and polymer magazine.]]&lt;br /&gt;
[[Image:KF-M4M203.jpg|thumb|none|300px|A survivor wields his M4A1 and M203 combo on the abandoned motorway.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It resembles a [[LAW 80]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|350px|LAW 80 - 94mm]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
[[Image:Killing floor LAW 2.jpg|none|thumb|400px|With the final round in sight, a survivor prepares to end it with his LAW.]]&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;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=964448</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=964448"/>
		<updated>2015-09-28T00:51:20Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Benelli M3 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these &amp;quot;Specimen&amp;quot; have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the &amp;quot;Specimens&amp;quot; and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the &amp;quot;Specimen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for the survivors. It can be dual-wielded, in which case the left pistol will not have a weaponlight mounted (this can also be seen in both ''[[Left 4 Dead]]'' and ''[[Left 4 Dead 2]]''). Oddly, the slide will not lock back once the last round is fired, but will instead slide back by itself at the beginning of the reloading animation; this is also the case for the other semi-auto pistols. As is standard with most of the sidearms of Killing Floor, the hammer is not cocked back and never moves either. Another interesting thing to note is that despite being 9mm, it can still blow a specimen's head and limbs clean off its body, as with every other bullet-firing weapon in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|300px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Killing floor M9.jpg|none|thumb|400px|A survivor holds his M9A1, note that the hammer is and remains uncocked.]]&lt;br /&gt;
[[Image:Beretta_ironsight_KF.jpg|500px|thumb|none|The survivor takes aim at some distant Clots and gives us a look at the M9A1's sights.]]&lt;br /&gt;
[[Image:Dual_Berettas_KF.jpg|500px|thumb|none|The survivor dual wields M9A1's and prepares to use them against some unruly Clots.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter perk. It has comparable power to the .44 Magnum with twice the capacity, though it shares the same price as the Handcannon and has a slower reload time than other pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with it's hammer cocked back and also comes with green tritium night-sights.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|300px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[Image:KF-Mk23.jpg|thumb|none|350px|A survivor wanders a forest with his Mark 23, note the cocked back hammer.]]&lt;br /&gt;
[[Image:KF-Mk23Reload.jpg|thumb|none|400px|Noticing some enemies have joined him, the survivor reloads his Mark 23.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Mark XIX Desert Eagle]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter-perk weapon. While it features an 8-round magazine, it is modeled after the .50 AE version, which should hold only 7 rounds. It can be dual-wielded, like the other pistols.  It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|300px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[Image:Killing floor IMI desert eagle.jpg|none|thumb|400px|A survivor wields his newly purchased &amp;quot;Handcannon&amp;quot;, note the hammer is uncocked.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29|S&amp;amp;W Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a new weapon for the Sharpshooter perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|300px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:KF-M29.jpg|none|thumb|300px|A survivor wanders an abandoned motorway with his Model 29.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
The 2012 Halloween event adds a modified [[Colt 1851 Navy]] revolver. Like the other handguns, it can be dual-wielded - unlike the other handguns, it is meant for the Firebug perk, and as such it is modified to launch .36-caliber flares rather than bullets. This is one of four weapons which cannot be bought without the Community Weapons Pack DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[Image:KF-Flaregun.jpg|thumb|none|300px|A survivor wanders a warehouse with his Flare Revolver.]]&lt;br /&gt;
[[Image:KF-FlaregunReload.jpg|thumb|none|450px|The reload of a single Flare Revolver - likely due to the specialized ammo, player characters with the weapon carry fully-loaded chambers and swap them out as necessary.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A new weapon for the Medic perk is the [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, it cannot be used. Its magazine holds 32 rounds, and like with the MP7, a sufficiently-leveled Medic can double that to an astounding 64. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;. Note that, unique as the reload animation may be, it is likely not possible with a real MP5 as the magazine is seated deep enough into the magazine well that it would have to be pulled down rather than knocked forwards.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|400px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[Image:KF-MP5.jpg|none|thumb|450px|A survivor and his MP5M wander the bloody streets of abandoned West London.]]&lt;br /&gt;
[[Image:KF-MP5Reload.jpg|thumb|none|450px|Having run into trouble, the survivor reloads his MP5M; a process similar to the FAL from ''[[Call of Duty: Modern Warfare 2]]'', only with less clipping issues and more HK Slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
One of the Medic perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in game. As a Medic weapon, it is equipped with a medication dart launcher attached to the side rails of the MP7, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. &lt;br /&gt;
&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[Image:Killing floor MP7.jpg|none|thumb|400px|A survivor wanders the streets of London with his MP7M, note the medical dart launcher on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first, the M1A1, is one of the four Community Pack DLC weapons. Like the Commando assault rifles, it uses 30-round magazines which can have their capacity increased to 37. The other two are both M1928's fitted with the distinctive drum magazines. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', while the second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;. As stated, both load from drum magazines, the Rising Storm version holding 50 rounds and the LDS holding 40; being Commando weapons, they too can both have their capacities increased to 62 and 50, respectively.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|300px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|300px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:KF-Thompson.jpg|none|thumb|400px|A survivor wields his M1A1 &amp;quot;Tommy Gun&amp;quot;.]]&lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with golden finish, various gears and steampunk swooshes.]]&lt;br /&gt;
[[Image:KF-ThompsonReload.jpg|thumb|none|450px|A group of Clots watch from afar as a survivor pulls the bolt back on his M1A1 Thompson. Like the MAC-10, it is automatically forced forward as soon as the player reloads; on the M1A1 version, however, this is not immediately obvious due to the rest of the gun obscuring the bolt from normal view.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] chambered in .45 is equipped with the standard two stage suppressor and a 30 round magazine, although this can be extended to 47 with a high enough Firebug perk. The MAC-10 comes with semi and auto fire modes. If used in conjunction with the Firebug perk, bullets which do not instantly kill specimens will set them on fire. The reload animation has a similar issue to the pistols above - no matter how many rounds are left in the gun, the chamber will immediately lock closed upon pressing the reload key, just so the player can pull it open after replacing the magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|300px|Ingram MAC-10 with suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Killingfloormac10.jpg|none|thumb|340px|A survivor looks off into the radioactive waste-filled lake in Hillbilly Horror, with his MAC-10 in hand.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It loads with 30-round magazines which for some reason only hold 25 bullets. However, like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|300px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KF-Vector.jpg|none|thumb|350px|A survivor wanders a Moon Base, yes Moon Base, with his Vector.]]&lt;br /&gt;
[[Image:KF-VectorReload.jpg|none|thumb|450px|Even in space, no one can escape Specimen and the survivor reloads his Vector.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. The weapon is tempered with horrible spread, meaning a lot of close attacks as well as the rather long reload.&lt;br /&gt;
&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|350px|Stoeger/IGA coach gun - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor Shotgun.jpg|none|thumb|400px|A survivor and his &amp;quot;Hunting Shotgun&amp;quot; look for some &amp;quot;game&amp;quot; in West London.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and comes with the largest reserve ammo, coming with 80 spare rounds. While very powerful and quick reloading, the AA12 is heavy and very expensive. Inaccurately, the AA12 has a semi-automatic fire mode, a setup the real AA12 lacks. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor AA12.jpg|none|thumb|400px|A survivor looks at his AA12 while on the watch for any enemies.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a weaponlight mounted that does work. In-game it is only pump-action. The M3 Super 90 is a solid shotgun for earlier rounds though gets a bit weaker later on. A variant with the same blood-splattered woodland camouflage as the MP5M is added with the Camo Weapons Pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|350px|Benelli M3 Super 90 with pistol grip stock combination and ghost ring sights - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor M3.jpg|none|thumb|400px|A survivor prepares to breach a phonebooth with his M3 Super 90.]]&lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it mounts a weaponlight as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity (6, indicating the use of three-inch shells; incidentally, both weapons take the same amount of time to fully reload from empty, due to the previous two facts). This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|400px|Benelli M4 Super 90 with 6-round tube - 12 Gauge.]]&lt;br /&gt;
[[Image:KF-BenelliM4.jpg|none|thumb|450px|A survivor stares down a Scrake with a Combat Shotgun.]]&lt;br /&gt;
[[Image:KF-BenelliM4Reload.jpg|none|thumb|450px|Having offed the Scrake, the survivor reloads his Combat Shotgun.]]&lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun with a magazine well replacing the open end of the dual shell tubes, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads as well as fancy tritium sights. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or the handle is pumped. While lighter and having a farther range than the other shotguns, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|350px|thumb|none|Kel-Tec KSG - 12 Gauge]]&lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|350px|thumb|none|The &amp;quot;HSG-1 Shotgun&amp;quot; in all of it's glory.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 Trench Gun ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]]. As a Firebug weapon, it is the only shotgun in the game to load incendiary buckshot, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but the weapon would have to be cocked with five shells in the tube before the user added a sixth. The &amp;quot;Trenchgun&amp;quot;, as the game calls it, packs a mean whallop as well as coming with a generous amount of spare shells. It is a bit less useful against bigger enemies like the Scrake and the Fleshpound.&lt;br /&gt;
&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester M1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge]]&lt;br /&gt;
[[Image:KF-Trenchgun.jpg|none|thumb|450px|A survivor wields his &amp;quot;Trenchgun&amp;quot; while taking a break in a small park.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]]. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight, likely chosen for better target visibility when using iron sights, and a resemblance to a scope, an icon of accuracy. It deals comparable damage to the SCARMK17 per bullet, though with half the capacity and with a forced delay between shots due to the lever-action. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
&lt;br /&gt;
[[Image:PheonixentWinchester1894.jpg|thumb|none|350px|Winchester Model 1894 - .30-30]]&lt;br /&gt;
[[Image:Killing floor lever action.jpg|none|thumb|400px|A survivor and his Winchester go out on the prowl for any specimen.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Unlike the real SMLE, it is reloaded by replacing the magazine - Killing Floor shares the distinction with ''Call of Duty: Finest Hour'' and ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|350px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic and is, statistically, nearly identical to the Draco AK Carbine (higher fire rate and more reserve ammo, but slower reload and less damage per bullet). The much more expensive version for the Demolitions perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. Both M4 models feature Vltor Improved Mudstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a digital camo pattern for those who own the Camo Weapons Pack DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|400px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:KF-M4.jpg|none|thumb|300px|A survivor wields his M4A1 Carbine, note that he uses the magwell as a foregrip.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|350px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[Image:KF-M4M203.jpg|none|thumb|300px|Another survivor wields his &amp;quot;M4 203&amp;quot;, ready to lob some 40mm doom.]]&lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
&lt;br /&gt;
== L22 Prototype ==&lt;br /&gt;
The first of the Commando-perk weapons is the [[Enfield L85 rifle series#L22 Prototype|L22 prototype]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech red dot sight (which is unrealistic, as the rail on the L22 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. Higher-leveled Commandos can hold an additional 10 rounds per mag for a total of 50. When reloading the player does not chamber a new round, which would make the gun useless if the magazine was emptied; inspection of the weapon when on the ground seems to indicate that the in-game model lacks a charging handle at all, making it a wonder how it even fires in the first place. The L22 is a useful weapon, usually found on the ground and good enough against most enemies, although it suffers against the bigger enemies.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|none|thumb|350px|L22 prototype with SUSAT scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Killing floor L22A1.gif|none|thumb|400px|A survivor grabs his L22 prototype and brings it to bear against the first wave of enemies.]]&lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|The L22 prototype on the ground. The lack of any charging handle or ejection port is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian Draco AK Carbine ==&lt;br /&gt;
A [[AK-47#AIMR|Romanian AK Draco carbine]], referred to as an &amp;quot;AK47&amp;quot; and fitted with an [[AK-47#AIM/AIMS|AIMS]]-style folding stock, is the second Commando weapon. The Draco serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMK17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Romanian-Draco-Carbine.jpg|thumb|none|400px|Romanian Draco AK Carbine - 7.62x39mm]]&lt;br /&gt;
[[Image:Killing floor AK 1.jpg|none|thumb|400px|A survivor looks at his newly purchased Draco.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped Draco carbine. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on.]]&lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the Draco carbine with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
== MKb42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb is another all-rounder weapon, with rather controllable recoil and rate of fire, though the ironsights aren't as nice as the othe rifles. Like all of the assault rifles, high level Commando characters can have the magazine capacity boosted from 30 to 37.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|300px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:KF-MKb42.jpg|thumb|none|350px|MKb42 in-game]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL 50.00 ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL|FN FAL 50.00]] is a new, powerful Commando weapon. Called the &amp;quot;FNFAL ACOG&amp;quot;,like the SCAR-H, its capacity can be increased to 25 bullets at high Commando levels. It also shares the SCAR-H's high power as well as lower recoil, though with a higher firing rate and a higher cost. The FAL in-game is customized with the wooden furniture of an L1A1 SLR, a rail above the receiver, and an ACOG scope mounted on said rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|400px|thumb|none|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|400px|thumb|none|L1A1 SLR with wooden furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:KF-FAL.jpg|400px|thumb|none|A survivor wanders an abandoned motorway with his FAL.]]&lt;br /&gt;
[[Image:KF-FALACOG.jpg|400px|thumb|none|Hearing some rustling in the trees, the survivor draws a bead on a tree and gives us a look at the FAL's ACOG sight.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H STD (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H STD]], appears as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando perk weapons available in-game. At high Commando levels, it can hold up to 25 rounds per magazine. Although real-life cyclic rate is about 625 rounds/min, it has one of the fastest RPM in the game as well as the highest recoil on par with the Draco.It features an Aimpoint M68 Close Combat Optic and a Tango Down vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|400px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor SCAR H.jpg|none|thumb|400px|Nearing the end of a match, a survivor wields his newly purchased SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
== Mark 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk. 14 Mod. 0 EBR]] rifle, a model with a fixed Sage CA-Mandatory tactical stock. It is equipped with a laser aiming module. In-game, it is incorrectly referred as 'M14EBR'. While it has a high price at the trader and rather high recoil, it comes with standard 20 round magazines, a high DPS and usable laser sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|none|thumb|350px|Mk. 14 Mod 0 EBR with Harris bipod, RIS foregrip, and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor M14 EBR.jpg|none|thumb|400px|A survivor wields his modified Mk. 14 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec RFB Carbine ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]] looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. A red dot sight (with a digital ammunition counter below the sight itself), foregrip, and a medication dart launcher are attached to it.&lt;br /&gt;
The design shares a number of features with [http://fc01.deviantart.net/fs15/f/2007/006/0/a/M7_AMAWS_C_by_Bonez18B.jpg this concept art for a caseless 5.72mm rifle], though modified to load normal 7.62mm rounds like the real RFB. The in-game version holds 15 rounds per magazine by default, which, like the other Medic weapons, can be doubled to 30. The &amp;quot;M7A3&amp;quot; packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|350px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
[[Image:KF-M7A3.jpg|thumb|none|450px|A survivor wields his M7A3 in-game. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge.]]&lt;br /&gt;
[[Image:KF-M7A3Reload.jpg|thumb|none|450px|After a firefight near a abandoned manor house, the survivor reloads his M7A3. Like other weapons added through post-2011 patches, its magazines appear empty when removed (even if they're nearly full) and with modeled bullets when replaced. A nice touch, though the design of this magazine makes it seem as though some other force is at work keeping it in place during normal gameplay.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, the [[Barrett M99]] is one of the new Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other non-default weapons alongside it, it must reload after every shot, and its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
&lt;br /&gt;
[[File:Barett m99-1.jpg|450px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|Promotional image of the M99 AMR. Note that it lacks the loading/ejection port and the bolt handle, which are obviously present on the real-world and actual in-game weapons.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade, players are equipped with the [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]. Unlike the knife, they are thrown simply by pressing a key. Players can carry up to 5 normally (or up to 11 at the highest Demolition or Support Specialist level). Tossing more than one grenade at a time can &amp;quot;stack&amp;quot; them; any grenades that go off will prematurely detonate any others caught in its explosive radius, increasing the damage dealt in and the range of the explosion. Level 3 or above Firebug or Medic players get upgraded versions of the grenades - the former get incendiary grenades which deal less self-damage and set all enemies in the blast on fire, while the latter's grenades release a specialized gas which heals teammates and poisons specimens caught within the blast.&lt;br /&gt;
&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. The blade and leaf sights aren't used to account for trajectories. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though it's single shot capacity does lower it's damage a bit.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Killing floor M79.jpg|none|thumb|400px|An survivor and his M79 go for a lovely afternoon stroll in London.]]&lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor begins reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly referred to by the similar Mk 1L's USMC designation of M32. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, though the reload is incredibly slow.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Killing floor M32.jpg|none|thumb|400px|An survivor prepares to unleash havoc with his new M32.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== M203A1 Grenade Launcher ==&lt;br /&gt;
The [[M203 grenade launcher|M203A1 grenade launcher]] is mounted on the &amp;quot;M4 203&amp;quot; version of the M4A1 carbine. The damage of the 203 is on par with the M79, though is limited with it's small spare ammo supply.&lt;br /&gt;
&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|350px|M203A1 mounted on an M4A1 carbine - 40x46mm]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203A1 as shown in a promotional image for the game. Note the flip-up rear sight and polymer magazine.]]&lt;br /&gt;
[[Image:KF-M4M203.jpg|thumb|none|300px|A survivor wields his M4A1 and M203 combo on the abandoned motorway.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It resembles a [[LAW 80]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|350px|LAW 80 - 94mm]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
[[Image:Killing floor LAW 2.jpg|none|thumb|400px|With the final round in sight, a survivor prepares to end it with his LAW.]]&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;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=964447</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=964447"/>
		<updated>2015-09-28T00:50:39Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* MAC-10 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
The story of Killing Floor follows the aftershock of a mutant breakout from multiple labs in London run by the Biotech company Horzine. Following a alleged protest, various Police and Military Units are called in to deal with the &amp;quot;protest&amp;quot;, only to find hordes of mutated humans called &amp;quot;Specimens&amp;quot; waiting. By the end of August, these &amp;quot;Specimen&amp;quot; have destroyed London, ripping anything living to shreds and spreading to the rest of the country. The British Government, fearing this outbreak will spill to other neighboring countries sends various people called survivors into infected areas to deal with the &amp;quot;Specimens&amp;quot; and contain them before they spill into Europe and beyond. These survivors contain a mixture of British army troops, Riot Police officers, civilians, surviving Horzine scientists and workers and such. Aided by the mysterious Trader, these survivors are sent to various infected locations, from West London streets to abandoned Horzine labs to a experimental Moon Base to combat the &amp;quot;Specimen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for the survivors. It can be dual-wielded, in which case the left pistol will not have a weaponlight mounted (this can also be seen in both ''[[Left 4 Dead]]'' and ''[[Left 4 Dead 2]]''). Oddly, the slide will not lock back once the last round is fired, but will instead slide back by itself at the beginning of the reloading animation; this is also the case for the other semi-auto pistols. As is standard with most of the sidearms of Killing Floor, the hammer is not cocked back and never moves either. Another interesting thing to note is that despite being 9mm, it can still blow a specimen's head and limbs clean off its body, as with every other bullet-firing weapon in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|300px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Killing floor M9.jpg|none|thumb|400px|A survivor holds his M9A1, note that the hammer is and remains uncocked.]]&lt;br /&gt;
[[Image:Beretta_ironsight_KF.jpg|500px|thumb|none|The survivor takes aim at some distant Clots and gives us a look at the M9A1's sights.]]&lt;br /&gt;
[[Image:Dual_Berettas_KF.jpg|500px|thumb|none|The survivor dual wields M9A1's and prepares to use them against some unruly Clots.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter perk. It has comparable power to the .44 Magnum with twice the capacity, though it shares the same price as the Handcannon and has a slower reload time than other pistols, particularly when dual-wielded. The Mark 23 is notable as it's the only sidearm in the game with it's hammer cocked back and also comes with green tritium night-sights.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|300px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[Image:KF-Mk23.jpg|thumb|none|350px|A survivor wanders a forest with his Mark 23, note the cocked back hammer.]]&lt;br /&gt;
[[Image:KF-Mk23Reload.jpg|thumb|none|400px|Noticing some enemies have joined him, the survivor reloads his Mark 23.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Mark XIX Desert Eagle]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter-perk weapon. While it features an 8-round magazine, it is modeled after the .50 AE version, which should hold only 7 rounds. It can be dual-wielded, like the other pistols.  It has been given a gold-plated variant with the second Golden Weapons Pack, with the &amp;quot;Golden Handcannon&amp;quot; coming in Magnum Research's Tiger Stripe finish.&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|300px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[Image:Killing floor IMI desert eagle.jpg|none|thumb|400px|A survivor wields his newly purchased &amp;quot;Handcannon&amp;quot;, note the hammer is uncocked.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29|S&amp;amp;W Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a new weapon for the Sharpshooter perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|300px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:KF-M29.jpg|none|thumb|300px|A survivor wanders an abandoned motorway with his Model 29.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
The 2012 Halloween event adds a modified [[Colt 1851 Navy]] revolver. Like the other handguns, it can be dual-wielded - unlike the other handguns, it is meant for the Firebug perk, and as such it is modified to launch .36-caliber flares rather than bullets. This is one of four weapons which cannot be bought without the Community Weapons Pack DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[Image:KF-Flaregun.jpg|thumb|none|300px|A survivor wanders a warehouse with his Flare Revolver.]]&lt;br /&gt;
[[Image:KF-FlaregunReload.jpg|thumb|none|450px|The reload of a single Flare Revolver - likely due to the specialized ammo, player characters with the weapon carry fully-loaded chambers and swap them out as necessary.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A new weapon for the Medic perk is the [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, it cannot be used. Its magazine holds 32 rounds, and like with the MP7, a sufficiently-leveled Medic can double that to an astounding 64. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;. Note that, unique as the reload animation may be, it is likely not possible with a real MP5 as the magazine is seated deep enough into the magazine well that it would have to be pulled down rather than knocked forwards.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|400px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[Image:KF-MP5.jpg|none|thumb|450px|A survivor and his MP5M wander the bloody streets of abandoned West London.]]&lt;br /&gt;
[[Image:KF-MP5Reload.jpg|thumb|none|450px|Having run into trouble, the survivor reloads his MP5M; a process similar to the FAL from ''[[Call of Duty: Modern Warfare 2]]'', only with less clipping issues and more HK Slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|The promotional image of the MP5M with &amp;quot;blood camo&amp;quot; in the advertisement for the &amp;quot;Camo Weapon Pack&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
One of the Medic perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in game. As a Medic weapon, it is equipped with a medication dart launcher attached to the side rails of the MP7, which allows the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM. &lt;br /&gt;
&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[Image:Killing floor MP7.jpg|none|thumb|400px|A survivor wanders the streets of London with his MP7M, note the medical dart launcher on the side.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first, the M1A1, is one of the four Community Pack DLC weapons. Like the Commando assault rifles, it uses 30-round magazines which can have their capacity increased to 37. The other two are both M1928's fitted with the distinctive drum magazines. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', while the second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;. As stated, both load from drum magazines, the Rising Storm version holding 50 rounds and the LDS holding 40; being Commando weapons, they too can both have their capacities increased to 62 and 50, respectively.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|300px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|300px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:KF-Thompson.jpg|none|thumb|400px|A survivor wields his M1A1 &amp;quot;Tommy Gun&amp;quot;.]]&lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|While wandering an underground destroyed research lab, a survivor brings his M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; to bear.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|Finally, there is the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;, complete with golden finish, various gears and steampunk swooshes.]]&lt;br /&gt;
[[Image:KF-ThompsonReload.jpg|thumb|none|450px|A group of Clots watch from afar as a survivor pulls the bolt back on his M1A1 Thompson. Like the MAC-10, it is automatically forced forward as soon as the player reloads; on the M1A1 version, however, this is not immediately obvious due to the rest of the gun obscuring the bolt from normal view.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] chambered in .45 is equipped with the standard two stage suppressor and a 30 round magazine, although this can be extended to 47 with a high enough Firebug perk. The MAC-10 comes with semi and auto fire modes. If used in conjunction with the Firebug perk, bullets which do not instantly kill specimens will set them on fire. The reload animation has a similar issue to the pistols above - no matter how many rounds are left in the gun, the chamber will immediately lock closed upon pressing the reload key, just so the player can pull it open after replacing the magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|300px|Ingram MAC-10 with suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Killingfloormac10.jpg|none|thumb|340px|A survivor looks off into the radioactive waste-filled lake in Hillbilly Horror, with his MAC-10 in hand.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It loads with 30-round magazines which for some reason only hold 25 bullets. However, like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|300px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KF-Vector.jpg|none|thumb|350px|A survivor wanders a Moon Base, yes Moon Base, with his Vector.]]&lt;br /&gt;
[[Image:KF-VectorReload.jpg|none|thumb|450px|Even in space, no one can escape Specimen and the survivor reloads his Vector.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. Called the &amp;quot;Hunting Shotgun&amp;quot;, it is incredibly powerful at close-range, especially when both barrels are fired at once via the secondary-fire function. The weapon is tempered with horrible spread, meaning a lot of close attacks as well as the rather long reload.&lt;br /&gt;
&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|350px|Stoeger/IGA coach gun - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor Shotgun.jpg|none|thumb|400px|A survivor and his &amp;quot;Hunting Shotgun&amp;quot; look for some &amp;quot;game&amp;quot; in West London.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines and comes with the largest reserve ammo, coming with 80 spare rounds. While very powerful and quick reloading, the AA12 is heavy and very expensive. Inaccurately, the AA12 has a semi-automatic fire mode, a setup the real AA12 lacks. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack and is one of the most elaborately plated guns in the pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor AA12.jpg|none|thumb|400px|A survivor looks at his AA12 while on the watch for any enemies.]]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12, showing off the rather extreme plating and engraving.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]], called the &amp;quot;Shotgun&amp;quot;, it comes with a weaponlight mounted that does work. In-game it is only pump-action. The M3 Super 90 is a solid shotgun for earlier rounds though gets a bit weaker later on. A variant with the same blood-splattered woodland camouflage as the MP5M is added with the Camo Weapons Pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|350px|Benelli M3 Super 90 with pistol grip stock combination and ghost ring sights - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor M3.jpg|none|thumb|400px|A survivor prepares to breach a phonebook with his M3 Super 90.]]&lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it mounts a weaponlight as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity (6, indicating the use of three-inch shells; incidentally, both weapons take the same amount of time to fully reload from empty, due to the previous two facts). This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|400px|Benelli M4 Super 90 with 6-round tube - 12 Gauge.]]&lt;br /&gt;
[[Image:KF-BenelliM4.jpg|none|thumb|450px|A survivor stares down a Scrake with a Combat Shotgun.]]&lt;br /&gt;
[[Image:KF-BenelliM4Reload.jpg|none|thumb|450px|Having offed the Scrake, the survivor reloads his Combat Shotgun.]]&lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun with a magazine well replacing the open end of the dual shell tubes, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads as well as fancy tritium sights. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or the handle is pumped. While lighter and having a farther range than the other shotguns, the HSG-1 does less damage than the other shotguns.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|350px|thumb|none|Kel-Tec KSG - 12 Gauge]]&lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|350px|thumb|none|The &amp;quot;HSG-1 Shotgun&amp;quot; in all of it's glory.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 Trench Gun ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]]. As a Firebug weapon, it is the only shotgun in the game to load incendiary buckshot, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but the weapon would have to be cocked with five shells in the tube before the user added a sixth. The &amp;quot;Trenchgun&amp;quot;, as the game calls it, packs a mean whallop as well as coming with a generous amount of spare shells. It is a bit less useful against bigger enemies like the Scrake and the Fleshpound.&lt;br /&gt;
&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester M1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge]]&lt;br /&gt;
[[Image:KF-Trenchgun.jpg|none|thumb|450px|A survivor wields his &amp;quot;Trenchgun&amp;quot; while taking a break in a small park.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]]. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight, likely chosen for better target visibility when using iron sights, and a resemblance to a scope, an icon of accuracy. It deals comparable damage to the SCARMK17 per bullet, though with half the capacity and with a forced delay between shots due to the lever-action. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
&lt;br /&gt;
[[Image:PheonixentWinchester1894.jpg|thumb|none|350px|Winchester Model 1894 - .30-30]]&lt;br /&gt;
[[Image:Killing floor lever action.jpg|none|thumb|400px|A survivor and his Winchester go out on the prowl for any specimen.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Unlike the real SMLE, it is reloaded by replacing the magazine - Killing Floor shares the distinction with ''Call of Duty: Finest Hour'' and ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|350px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|A promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic and is, statistically, nearly identical to the Draco AK Carbine (higher fire rate and more reserve ammo, but slower reload and less damage per bullet). The much more expensive version for the Demolitions perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. Both M4 models feature Vltor Improved Mudstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a digital camo pattern for those who own the Camo Weapons Pack DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|400px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:KF-M4.jpg|none|thumb|300px|A survivor wields his M4A1 Carbine, note that he uses the magwell as a foregrip.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|350px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[Image:KF-M4M203.jpg|none|thumb|300px|Another survivor wields his &amp;quot;M4 203&amp;quot;, ready to lob some 40mm doom.]]&lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital desert-style camo.]]&lt;br /&gt;
&lt;br /&gt;
== L22 Prototype ==&lt;br /&gt;
The first of the Commando-perk weapons is the [[Enfield L85 rifle series#L22 Prototype|L22 prototype]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech red dot sight (which is unrealistic, as the rail on the L22 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. Higher-leveled Commandos can hold an additional 10 rounds per mag for a total of 50. When reloading the player does not chamber a new round, which would make the gun useless if the magazine was emptied; inspection of the weapon when on the ground seems to indicate that the in-game model lacks a charging handle at all, making it a wonder how it even fires in the first place. The L22 is a useful weapon, usually found on the ground and good enough against most enemies, although it suffers against the bigger enemies.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|none|thumb|350px|L22 prototype with SUSAT scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Killing floor L22A1.gif|none|thumb|400px|A survivor grabs his L22 prototype and brings it to bear against the first wave of enemies.]]&lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|The L22 prototype on the ground. The lack of any charging handle or ejection port is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian Draco AK Carbine ==&lt;br /&gt;
A [[AK-47#AIMR|Romanian AK Draco carbine]], referred to as an &amp;quot;AK47&amp;quot; and fitted with an [[AK-47#AIM/AIMS|AIMS]]-style folding stock, is the second Commando weapon. The Draco serves as a rather good all-rounder weapon with higher power in comparison to the M4A1, though is tempered with rather lackluster accuracy, a high recoil on par with the SCARMK17 on full auto and always recoiling into the right, requiring a lot of re-aiming. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update, with plating on all metal components and golden engraving on the wooden parts as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Romanian-Draco-Carbine.jpg|thumb|none|400px|Romanian Draco AK Carbine - 7.62x39mm]]&lt;br /&gt;
[[Image:Killing floor AK 1.jpg|none|thumb|400px|A survivor looks at his newly purchased Draco.]]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped Draco carbine. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on.]]&lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the Draco carbine with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
== MKb42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42]] to the game as another Commando weapon. Sporting a reference to ''Red Orchestra 2: Heroes of Stalingrad'', the MKb is another all-rounder weapon, with rather controllable recoil and rate of fire, though the ironsights aren't as nice as the othe rifles. Like all of the assault rifles, high level Commando characters can have the magazine capacity boosted from 30 to 37.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|300px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:KF-MKb42.jpg|thumb|none|350px|MKb42 in-game]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL 50.00 ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL|FN FAL 50.00]] is a new, powerful Commando weapon. Called the &amp;quot;FNFAL ACOG&amp;quot;,like the SCAR-H, its capacity can be increased to 25 bullets at high Commando levels. It also shares the SCAR-H's high power as well as lower recoil, though with a higher firing rate and a higher cost. The FAL in-game is customized with the wooden furniture of an L1A1 SLR, a rail above the receiver, and an ACOG scope mounted on said rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|400px|thumb|none|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|400px|thumb|none|L1A1 SLR with wooden furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:KF-FAL.jpg|400px|thumb|none|A survivor wanders an abandoned motorway with his FAL.]]&lt;br /&gt;
[[Image:KF-FALACOG.jpg|400px|thumb|none|Hearing some rustling in the trees, the survivor draws a bead on a tree and gives us a look at the FAL's ACOG sight.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H STD (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H STD]], appears as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando perk weapons available in-game. At high Commando levels, it can hold up to 25 rounds per magazine. Although real-life cyclic rate is about 625 rounds/min, it has one of the fastest RPM in the game as well as the highest recoil on par with the Draco.It features an Aimpoint M68 Close Combat Optic and a Tango Down vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|400px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor SCAR H.jpg|none|thumb|400px|Nearing the end of a match, a survivor wields his newly purchased SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
== Mark 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk. 14 Mod. 0 EBR]] rifle, a model with a fixed Sage CA-Mandatory tactical stock. It is equipped with a laser aiming module. In-game, it is incorrectly referred as 'M14EBR'. While it has a high price at the trader and rather high recoil, it comes with standard 20 round magazines, a high DPS and usable laser sight.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|none|thumb|350px|Mk. 14 Mod 0 EBR with Harris bipod, RIS foregrip, and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor M14 EBR.jpg|none|thumb|400px|A survivor wields his modified Mk. 14 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec RFB Carbine ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]] looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. A red dot sight (with a digital ammunition counter below the sight itself), foregrip, and a medication dart launcher are attached to it.&lt;br /&gt;
The design shares a number of features with [http://fc01.deviantart.net/fs15/f/2007/006/0/a/M7_AMAWS_C_by_Bonez18B.jpg this concept art for a caseless 5.72mm rifle], though modified to load normal 7.62mm rounds like the real RFB. The in-game version holds 15 rounds per magazine by default, which, like the other Medic weapons, can be doubled to 30. The &amp;quot;M7A3&amp;quot; packs a mean recoil and rather slow rate of fire, but comes with a futuristic red dot sight as well as good DPS.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|350px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
[[Image:KF-M7A3.jpg|thumb|none|450px|A survivor wields his M7A3 in-game. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge.]]&lt;br /&gt;
[[Image:KF-M7A3Reload.jpg|thumb|none|450px|After a firefight near a abandoned manor house, the survivor reloads his M7A3. Like other weapons added through post-2011 patches, its magazines appear empty when removed (even if they're nearly full) and with modeled bullets when replaced. A nice touch, though the design of this magazine makes it seem as though some other force is at work keeping it in place during normal gameplay.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, the [[Barrett M99]] is one of the new Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other non-default weapons alongside it, it must reload after every shot, and its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
&lt;br /&gt;
[[File:Barett m99-1.jpg|450px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|Promotional image of the M99 AMR. Note that it lacks the loading/ejection port and the bolt handle, which are obviously present on the real-world and actual in-game weapons.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade, players are equipped with the [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]. Unlike the knife, they are thrown simply by pressing a key. Players can carry up to 5 normally (or up to 11 at the highest Demolition or Support Specialist level). Tossing more than one grenade at a time can &amp;quot;stack&amp;quot; them; any grenades that go off will prematurely detonate any others caught in its explosive radius, increasing the damage dealt in and the range of the explosion. Level 3 or above Firebug or Medic players get upgraded versions of the grenades - the former get incendiary grenades which deal less self-damage and set all enemies in the blast on fire, while the latter's grenades release a specialized gas which heals teammates and poisons specimens caught within the blast.&lt;br /&gt;
&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. The blade and leaf sights aren't used to account for trajectories. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update. The M79 is a rather solid explosive weapon, useful for crowds of low level enemies and is rather light, though it's single shot capacity does lower it's damage a bit.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Killing floor M79.jpg|none|thumb|400px|An survivor and his M79 go for a lovely afternoon stroll in London.]]&lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|At the motorway, a survivor wields his gold-plated variant, complete with gold engraving on the wooden parts.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Said survivor begins reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly referred to by the similar Mk 1L's USMC designation of M32. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1. The M32 packs a large blast radius and damage, though the reload is incredibly slow.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Killing floor M32.jpg|none|thumb|400px|An survivor prepares to unleash havoc with his new M32.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL with digital desert-style camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== M203A1 Grenade Launcher ==&lt;br /&gt;
The [[M203 grenade launcher|M203A1 grenade launcher]] is mounted on the &amp;quot;M4 203&amp;quot; version of the M4A1 carbine. The damage of the 203 is on par with the M79, though is limited with it's small spare ammo supply.&lt;br /&gt;
&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|350px|M203A1 mounted on an M4A1 carbine - 40x46mm]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203A1 as shown in a promotional image for the game. Note the flip-up rear sight and polymer magazine.]]&lt;br /&gt;
[[Image:KF-M4M203.jpg|thumb|none|300px|A survivor wields his M4A1 and M203 combo on the abandoned motorway.]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It resembles a [[LAW 80]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|350px|LAW 80 - 94mm]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground.]]&lt;br /&gt;
[[Image:Killing floor LAW 2.jpg|none|thumb|400px|With the final round in sight, a survivor prepares to end it with his LAW.]]&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;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=957853</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=957853"/>
		<updated>2015-09-08T05:09:56Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Colt 9mm Submachine Gun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 came out on April 21st 2015 as an early access game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks. It seems to be a combination of the [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]] frame and the [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings). Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues.&lt;br /&gt;
&lt;br /&gt;
As of the 'Incinerate 'N Detonate' update, the player can now dual-wield 9mm Pistols.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-1.jpg|none|thumb|600px|A player draws his 9mm Pistol. Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A. Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-2.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in. Note the shape of the hammer, and that the butt of the grip is rounded, evident to the M9A1.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-1.jpg|none|600px|thumb|Anton Strasser dual-wields Beretta's, in complete disregard for safe firearm usage.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-ADS.jpg|none|600px|thumb|Unlike in KF1, where 'aiming down sights' with dual pistols was just a zoom, the characters in KF2 are slightly smarter; They only aim down the right-hand pistol.  (This doesn't explain how he's aiming the left-hand pistol, though.)]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Firing.jpg|none|600px|thumb|Anton Strasser opens fire on a nearby Stalker with his dual Beretta's.]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading1.jpg|none|600px|thumb|After an intense battle, Strasser reloads his right-hand pistol...]]&lt;br /&gt;
[[Image:KF2-DualM9A1-Reloading2.jpg|none|600px|thumb|...then his left-hand pistol.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando perk. It fires in semi and burst modes. This version of the Colt 9mm Submachine Gun features a forward assist and Rail Interface System with RRA Tactical Mount rear sight and Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|350px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-1.jpg|thumb|600px|none|A nice shot of the side of the Colt SMG.]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-2.jpg|thumb|600px|none|A player withdraws his SMG.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder edition of Mossberg 500. Attached to the rail on the muzzle device is a useable flashlight. It holds 7+1 in-game, rather than 5+1.&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|400px|none|Mossberg 500 Rolling Thunder - 12 gauge]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|A player aims his Mossberg while marveling at the destroyed Paris streets.]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun is the third weapon available for the Support perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. Like in first Killing Floor, it originally featured a 6-round magazine, indicating the use of three-inch shells, though this has been changed to an 8-round magazine with patches.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|350px|none|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-1.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-2.jpg|thumb|600px|none|The Super 90 in all its glory.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support. It deals more damage than the standard pump-action and has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|600px|none|Stoeger/IGA imported side by side shotgun - 12 gauge]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game.]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|A player shows us the two shotgun shells that he intends to load into his Boomstick.]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|A player preforms a brass check, showing off how detailed the shotguns engravings are.]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range.]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 'Trench Gun' ==&lt;br /&gt;
The Trench Gun returns from the first game, again loaded with 'Dragons Breath' shells.  Referred to in-game as the 'Incendiary Trench Gun', it is the Tier 2 weapon for the Firebug.  Like the previous game, enemies hit will take normal shotgun damage, ignite, and will take additional fire damage over time.  This makes it a good backup to the Flamethrower when high spike damage is needed.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|400px|none|Winchester Model 1897 in 'Trench' configuration - 12 Gauge]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-1.jpg|thumb|600px|none|Nice profile view of the Trench Gun, showing all the lovely imperfections on the wood and steel.  (As to be expected of a 100 year old shotgun.)]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-2.jpg|thumb|600px|none|Aiming down the Trench Guns sights.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-3.jpg|thumb|600px|none|Mr. Foster performs a brass check on his Trench Gun, clearly showing a 'Dragons Breath' shell loaded in the chamber.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Firing.jpg|thumb|600px|none|Mr. Foster unloads a flurry of burning Magnesium on some nearby Clots and Gorefasts.]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading1.jpg|thumb|600px|none|After running dry, Foster cleverly loads the first shell directly into the chamber...]]&lt;br /&gt;
[[Image:KF2-1897TrenchGun-Reloading2.jpg|thumb|600px|none|...and loads the rest of the shells into the tubular magazine.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[SA80#L85A2|L85A2]] is the second weapon for the Сommando perk. It replaces the L22 from the original and is fitted with an EOtech holographic sight. It also sports Magpul EMAGs as it's standard magazines.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|350px|none|L85A2 - 5.45x39mm.]]&lt;br /&gt;
[[Image:KillingFloor2-185A2-1_.jpg|thumb|600px|none|A player scans the Metro's advertisements, L85A2 in hand.]]&lt;br /&gt;
[[Image:KillingFloor2-L85A2-2.jpg|thumb|600px|none|A player begins to unequip his L85A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12|AK-12]] is the third Commando-perk weapon and replaces the Draco Carbine from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|350px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-1.jpg|thumb|600px|none|The Tactical Reload for the AK-12. Note the bullets are rendered in the magazine.]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-2.jpg|thumb|600px|none|A lovely shot of the AK-12.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a vertical foregrip. Unlike in the first game, the barrel is short, indicating it is the CQC model, and it has a InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|350px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
The M79 returns from the first game as the Tier 3 weapon for the Demolition perk.  It has orange stripes painted on the barrel, akin to tiger stripes.  Like in KF1, the grenade will not detonate at very short ranges, but will deal 'impact' damage only.  Firing large 40mm grenades, it can easily take out a group of weak enemies, or deal heavy damage to a single large ZED.  However, its single-shot nature means it is slow to reload, which can be dangerous if the player becomes boxed in.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|400px|none|M79 Grenade Launcher with sight folded down - 40mm]]&lt;br /&gt;
[[Image:KF2-M79-1.jpg|thumb|600px|none|View model of the M79.  TWI have done some really nice weathering detail on this weapon.  Though difficult to see in the dark, on the barrel, you can see the orange stripes.]]&lt;br /&gt;
[[Image:KF2-M79-2.jpg|thumb|600px|none|Aiming down the M79s iron sights.  I imagine the weapon would be even more useful if the characters ever thought to unfold the leaf-sights.]]&lt;br /&gt;
[[Image:KF2-M79-3.jpg|thumb|600px|none|Performing an ammo check on the M79.  A large, mean 40mm HE grenade sits waiting in the breech.]]&lt;br /&gt;
[[Image:KF2-M79-Reload.jpg|thumb|600px|none|Mr. Foster reloading his M79.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=955778</id>
		<title>Talk:Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=955778"/>
		<updated>2015-09-03T00:17:25Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* SWAT van turret */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started ==&lt;br /&gt;
Well I'm not the best at coding but I just wanted to get this page started. Anyone is free to help. --[[User:eelikay|eelikay]] 10:23, 2 August 2013 (CDT)&lt;br /&gt;
:Gimmie some time, I can get default screenshots for most every beta game. --[[User:Dannysaysnoo|Dannysaysnoo]] 00:34, 3 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Not a Heat reference==&lt;br /&gt;
&lt;br /&gt;
Just because the game has a 733, doesn't mean it's a reference to Heat. Also it isn't even using the curved 30 round magazine. It's like a badly rendered stretched 20 round mag like in COD Black Ops. Also Payday 2's 733 also has a modern M4 3rd gen stock and A2 rear sight while the 733 in Heat had a gen 2 stock and an A1 rear sight. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:17, 3 August 2013 (EDT)&lt;br /&gt;
:I guess they add the 20 round mag as a balancing thing. The stock and sight differences are odd, would that change the model? Also, I can't show you it yet, as the beta hasn't opened up that far, but it also seems like the game has the [[FN FNC]], if menu art is anything to go by. That is most certainly a Heat reference, and the developers have already stated it was an influence on the game. [[user:Dannysaysnoo|Dannysaysnoo]] 11:27, 3 August 2013 (GMT)&lt;br /&gt;
::It's really moot point since we're just robbing banks in a modern setting, so I'd use a more contemporary weapon than a design that's a bit dated. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:28, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The AUG is MASR STG ? ==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
AUG's Magazine is not original. Do This Made MASR ? Assuming this is MASR made​​ AUG ? - [[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 13:46, 3 August 2013 (JST)&lt;br /&gt;
:Looks like a Magpul PMAG, as for the rifle, it's not uncommon for game devs to model their guns off of airsoft or civilian versions of guns. So it could be a MASR STG instead of a true AUG, I don't know how to tell.--[[User:Crazycrankle|Crazycrankle]] ([[User talk:Crazycrankle|talk]]) 09:46, 3 August 2013 (EDT)&lt;br /&gt;
::Also the foregrip is the KAC vertical grip instead of the folding grip [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:29, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== All beta weapons added ==&lt;br /&gt;
&lt;br /&gt;
That's every single weapon from the beta capped, and added. [[user:Dannysaysnoo|Dannysaysnoo]] 17:27, 3 August 2013 (GMT)&lt;br /&gt;
:You can't access the P90 or HK416 in the beta? There are silhouettes for them on the second pages of primary and secondary weapons.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 17:28, 4 August 2013 (EDT)&lt;br /&gt;
::No, you can't. The level cap is 30. The only weapons not on the page are the FN FNC, at 33, the M16A2, at 39, A double barrel shotgun at 39, the P90 at 36, and the Deagle at 36. (Those are just guesses as to what they are. They might be slightly different once I see the 3D models. [[user:Dannysaysnoo|Dannysaysnoo]] 01:40, 4 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
I think we should use view mode for the majority of the screen shots. The models have more detail than thirdperson and you can see more of it than in first person&lt;br /&gt;
ex: http://imageshack.us/a/img203/7945/0tfc.jpg&lt;br /&gt;
(This is just a photo since I can't screenshot on a PS3 and don't have a computer version of the game)&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 17:31, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon Variants ==&lt;br /&gt;
&lt;br /&gt;
So I was thinking the gun customization in this game means a lot of guns have different variants that are worthy of article mention- here's what I've found:&lt;br /&gt;
&lt;br /&gt;
CAR-4 (M4A1- furniture mods can turn it into a LR300.&lt;br /&gt;
&lt;br /&gt;
UAR (AUG A2)- A3 forend mod.&lt;br /&gt;
&lt;br /&gt;
M308 (M14)- Jae 100 chassis, the EBR chassis is already shown in the article.&lt;br /&gt;
&lt;br /&gt;
Ak5- FNC handguard and Ak5C stock + forend, no ability to give it a proper &amp;quot;C&amp;quot; carbine barrel though.&lt;br /&gt;
&lt;br /&gt;
AMR-16 (M16A4)- can get the A1 handguard.&lt;br /&gt;
&lt;br /&gt;
Compact 5 (MP5)- the MP5K can be unlocked for use in addition to being used in the Sentry gun.&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:53, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
This ist LR 300 ??&lt;br /&gt;
[[File:Payday2 lr300 previu 1.jpg|thumb|none|600px|Lr300 ???]]&lt;br /&gt;
--[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 14:17, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree with mentioning this in the main article. I have also found that the Colt Model 733 is turned into a Colt Model 933 if attaching an optical sight. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 14:37, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
Article finished. Make any other screenshots? --[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 11:01, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Anyone know what rifle this is? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2SR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
This is the picture from the sniper asset you can buy on Watchdogs day 2. Anyone know what rifle he's carrying? Looks like a Remington 700 variant, but I'm having trouble identifying the specific model.--[[User:Lynx|Lynx]] ([[User talk:Lynx|talk]]) 12:09, 12 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DLC weapons ==&lt;br /&gt;
&lt;br /&gt;
A DLC has been released including 3 new guns and in two days another DLC will release adding yet another 3 new guns. So if anyone feels inclined to properly identify the real life models and add screenshots, I would appreciate it. I would do so myself but having played the game all my guns are heavily customized at this point. &lt;br /&gt;
&lt;br /&gt;
Armored Transport DLC includes a SIG 551-A1 SBR (From what I can tell, might be a different model), a Walther PPK and a Carl Gustav M/45 sub machine gun (Which is erroneously stated to be .45 cal on the DLC page).&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/armoredtransport/&lt;br /&gt;
&lt;br /&gt;
The DLC to be released will include a FN SCAR-H, a HK MP7 and a handgun I can't identify. &lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/gageweaponpack01/ &lt;br /&gt;
&lt;br /&gt;
- [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
The unidentified handgun seems to be a Sig Sauer P226.&lt;br /&gt;
&lt;br /&gt;
I've started uploading screenshots of the weapons in the first DLC. Won't be uploading any for the second pack, as I have no intent of buying it right now. Would appreciate it if someone wrote some&lt;br /&gt;
descriptions and correctly identify the Sig Sauer model. - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got both DLCs so I'll upload the screencap a when I get the chance. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 11:46, 28 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
The most recent update (Death Wish) added a new difficulty and in that difficulty, we have two more weapons featured in the hands of NPCs (The guns are currently unavailable to players). The guns being the HK UMP and the Benelli M4 (Which seems to be based on the H2O model, but with a solid instead of a telescoping stock). Both seen featured here:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=e8CMPB03-pw&amp;amp;feature=player_detailpage#t=45 - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
Another DLC pack incoming - 3 sniper rifles to add to the arsenal, all featured in this video: &lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=sNs9yQcc5ew&lt;br /&gt;
&lt;br /&gt;
Pictures and in-game names are scheduled to be revealed tomorrow. So far though, I've identified one of them as a Barret M95. [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
:Looks like the other two are the Blaser R93 LRS2 and a Remington 700 with verious chassis mods (wooden M40A5 and MSR, it looks like). Barret seems weirdly semi auto.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:24, 6 May 2014 (EDT)&lt;br /&gt;
&amp;quot;Barret seems weirdly semi auto.&amp;quot;. Well, it is a video game bolt action rifle. I think the limited FOV cuts off the actual bolt operation animation. If you look closely, you can see that the right hand isn't holding the grip after shooting (At about 26,5s in the video). --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 20:53, 6 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am very lazy. I apologize for that. Anyway, I uploaded inventory screenshots of the shotguns from the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 03:13, 4 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP5A2/A3/KN? ==&lt;br /&gt;
&lt;br /&gt;
Now, correct me if I'm wrong, but wouldn't the presence of a burst fire option in the selector make them MP5A4, A5, SD5, SD6 and KA4 respectively? --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:15, 8 June 2014 (EDT)&lt;br /&gt;
:Actually the texture is kinda goofed, the selector has no Safe option, it doesn't have a crossed out white bullet pictogram, instead it has a white Semi pictogram, so technically it has no Safe mode, it just has Semi/Burst/Auto. :\  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 00:24, 4 July 2014 (EDT)&lt;br /&gt;
[[File:PAYDAY2 weird MP5 fire selector.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
== Missed lots of guns, MP7, and FAL's pic, three new shotguns DLC which include Benelli M4 , STRIKER12, and KSG, anyone wants to work with me? ==&lt;br /&gt;
&lt;br /&gt;
I m newbie, so don't know too much about it.....&lt;br /&gt;
&lt;br /&gt;
== FN FNC ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard changes the AK5 to a FNC. Could someone in possession of the mod add it on please?&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 22:14, 21 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PSG-1 from Modded G3? ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that modding Gewehr 3 with DMR Kit, Precision foregrip, grip and stock will create a gun that heavily resembles H&amp;amp;K PSG-1, should it be included in the list?&lt;br /&gt;
and if so, under what category should it be in?, since the ridle is not a proper sniper rifle in game so to speak&lt;br /&gt;
&lt;br /&gt;
Here's the said rifle:&lt;br /&gt;
[[File:2014-10-05 00001.jpg|800px|thumb|none|alt text]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 00:50, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It looks like [[Heckler &amp;amp; Koch SR9TC]].&lt;br /&gt;
[[File:HKSR9TC.jpg|600px|thumb|none|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm. The TC version has the PSG buttstock as well as the trigger pack.]]&lt;br /&gt;
--[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 10:40, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It actually uses the original PSG-1 parts so it's not a SR9TC, even though, I'd say it's more a hybrid than other. --[[User:James Dalcan|James Dalcan]]&lt;br /&gt;
&lt;br /&gt;
:That gun is a total mongrel, it is no real G3 variant. Firstly, there is a paddle mag release which rules out the SR9 and PSG-1. The combination of a front sight post and the PSG style handguard might suggest an MSG90A1, however it has a plain barrel, the trigger pack is the original metal type rather than the polymer Navy type used on the MSG90, and the rear sight is a normal diopter rather than the one used on the MSG90. Technically, I would say that it is a G3 fitted with a PSG-1 handguard, butt and trigger shoe, and a plain heavy barrel (it is not the normal PSG-1 one though, it is too short).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That is exactly what it is in game, it's essentially G3 modded with PSG-1 parts (possible in reality or not aside), now the question is that is it worth mentioning somewhere in the main article or not, even as Modded variant and another gun itself. --[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 21:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== John Wick DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL released a new DLC based on [[John Wick]], which added John as a playable character, a Glock 26, three new accessories for the pistols, two new grips for the Glocks, and the ability the dual wield the Glock 26, the Operator, the Beretta 92 (a shout-out to Matrix, perhaps?) and the Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
They added another weapon, a SPAS 12, with it's own sets of mods and all.&lt;br /&gt;
&lt;br /&gt;
== Gage Historic Pack DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL is making a new weapon pack full of WWII era weapons. The weapons are, at least by my guess, to be a MG42, a Mauser C96, either a Sten gun or a Sterling, and a sniper version of the Mosin-Nagant. So apparently with the purchase of the pack, you get to murder cops with an 100 year old handgun. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
: http://overkillsoftware.com/gagehistoricalpack/ [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:18, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Well, I was close, the weapons in it are an MG42, named the Buzzsaw 42, a Sterling, named the Pratchett L2A1, the C96 is named the Broomstick, and the Mosin 91/30 is named the Mosin-Nagant. Even so, you get to murder cops with WWII-era weaponry. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
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== Chicago Typewriter ==&lt;br /&gt;
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A M1928 was added the game to celebrate two million people joining the PAYDAY Steam Group.&lt;br /&gt;
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http://www.overkillsoftware.com/2million/&lt;br /&gt;
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Still haven't unlocked any mods since they're dropped in the Payday instead of being unlocked via achievements, but still, it's pretty neat. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 21:22, 4 December 2014 (EST)&lt;br /&gt;
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== L85 is upcoming , in Clover Character Dlc ==&lt;br /&gt;
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http://www.overkillsoftware.com/games/thediamond/&lt;br /&gt;
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== The Bomb Heists DLC Weapons ==&lt;br /&gt;
The HS Produkt VHS-2 and HS Produkt HS2000 40SW model is added on The Bomb Heists DLC. Its named &amp;quot;Lion’s Roar rifle&amp;quot; and &amp;quot;LEO pistol&amp;quot;. --[[User:Seganamcofan|Seganamcofan]]&lt;br /&gt;
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It's an Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, actually. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 03:22, 26 January 2015 (EST)&lt;br /&gt;
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== XDM/HS2000 ==&lt;br /&gt;
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I'm a bit perplexed by the XDM, since it has the serrations of a XDM, and yet they still went out of their way to label it HS. It appears that Springfield just markets the HS2000 in the US, everything is still manufactured in Croatia. Is there an international version of the XDM that HS sells? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:03, 1 February 2015 (EST)&lt;br /&gt;
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== Why do the images have the weapons' actual names in quotes? ==&lt;br /&gt;
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It seems kind of weird having image descriptions that state things like; 'The player holds the &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.' despite the fact that those are the actual names of the weapons. Wouldn't it be more fitting to say; 'The player holds the &amp;quot;CMP&amp;quot;.', or at least remove the quotes? The way that it's set up just really bothers me.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 00:38, 2 February 2015 (EST)&lt;br /&gt;
:It's standard practice to include the name of the actual weapon, and there's nothing wrong with having the alias in quotes. I see nothing wrong here. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:11, 2 February 2015 (EST)&lt;br /&gt;
:: Well, I gotta admit seeing the quoted weapon name on almost every in-game thumbnail does look a bit annoying, not to mention a wee bit redundant perhaps. But as said, there's nothing actually wrong with it. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:04, 2 February 2015 (EST)&lt;br /&gt;
::Oh, you mean in the captions. Yes, that's a bit annoying. I wouldn't object if someone took them out. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:44, 2 February 2015 (EST)&lt;br /&gt;
:::I think it's an artifact of Mateogala not really speaking English, he puts the in-game weapon name in quotes I guess because he saw a page where that was done with a fictional or hybrid weapon. If anyone's doing a find / replace for that, could they also swap &amp;quot;player&amp;quot; for &amp;quot;player character?&amp;quot; That one always bugs me, the player isn't the guy in the game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:55, 2 February 2015 (EST)&lt;br /&gt;
::::Yeah, I was referring to the captions, should've been a bit more concise. There's nothing inherently wrong with it, it's just ever so slightly bothersome to me personally. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 22:18, 3 February 2015 (EST)&lt;br /&gt;
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== We are getting a Minigun and AT4 ==&lt;br /&gt;
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https://www.youtube.com/watch?v=EWpeEe6qxHc    But one thing confuse me is in the video, it shows an AT4, but in store page, the introduction says it's RPG.&lt;br /&gt;
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== We are going to get a MAC 11 ==&lt;br /&gt;
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http://media.overkillsoftware.com/2015/02/hlm2_jacket_gun_screen.png    &lt;br /&gt;
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Unlock it through purchase Hotline Miami 2 digital pack on March 10.&lt;br /&gt;
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It's a MAC 11, right?&lt;br /&gt;
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Looks more like a Cobray M11/9. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:07, 25 February 2015 (EST)&lt;br /&gt;
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== OVERKILL DLC ==&lt;br /&gt;
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The weapons have been announced for the DLC. They are a handheld M134 Minigun and an RPG-7. This is gonna be fun. [[User:PaperCake|PaperCake]] 12:29, 6 March 2015 (EST)&lt;br /&gt;
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== M134 Barrels ==&lt;br /&gt;
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The article mentions that they don't move, but they actually do, at least with the short and Vulcan-esque barrels. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:21, 7 March 2015 (EST)&lt;br /&gt;
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Okay, I just checked, the default and Aerial Assault barrel definitely move, but I'm still not sure about the short ones, I have no money in game at the moment, so I can't check right now. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:40, 7 March 2015 (EST)&lt;br /&gt;
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I just read a lot of people saying they didn't spin on the forums and reddit, I didn't actually check myself. I just watched a video and they were spinning in first person, so maybe they just don't spin in 3rd person or maybe those people were wrong. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:25, 7 March 2015 (EST)&lt;br /&gt;
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After some testing, I managed to find out that if your game is running at 30, 60 or 120 FPS the barrels appear to not rotate due to the monitor not being able to actually register the spin before it refreshes. In 45, 50, 75, and 135 the barrel jumps around, but some rotation can be seen. So in conclusion, yeah, they do spin. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:01, 8 March 2015 (EST)&lt;br /&gt;
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Do you know if the 3rd person model spins as well? [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:44, 8 March 2015 (EDT)&lt;br /&gt;
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https://www.youtube.com/watch?v=_hS6h4NTd3w&amp;amp;feature=youtu.be  --[[User:Mateogala|Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr]] ([[User talk:Mateogala|talk]]) 17:26, 8 March 2015 (EDT)&lt;br /&gt;
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:I have a feeling this might be the same optical illusion that causes car wheels to stop spinning or rotate backwards: if the barrels are in the same position every time the screen refreshes, the minigun will appear to not be turning even though it actually is. The reason it appears to be totally stopped is the lack of motion blur on them, I think. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:33, 8 March 2015 (EDT)&lt;br /&gt;
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:: If I knew how to record at around 600-1200 FPS (Which can be done) I could make a video showing the barrels rotating. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:00, 9 March 2015 (EDT)&lt;br /&gt;
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I've seen videos of first person showing them spinning (I don't have enough to buy the weapon myself yet.) What I'm asking is if the 3rd person model spins as well. Payday 2 (like lots of games) has separate models for first person and 3rd person, the 3rd person models are significantly lower quality and the animations for them are less precise (look at this mod that replaced the 3rd person models with the 1st person ones to see https://steamcommunity.com/app/218620/discussions/15/558754900072790886). The only person I saw using the minigun ingame only had it for a few seconds and I didn't get a chance to see if the barrels spun in 3rd person. Regardless I removed the part about them not spinning, but may add a note if they don't spin in 3rd person. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 13:16, 9 March 2015 (EDT)&lt;br /&gt;
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==P30L?==&lt;br /&gt;
I'm thinking of buying this game since it's on sale on Steam (along with it's ludicrous amount of DLC). BUT, didn't Overkill really add H&amp;amp;K P30Ls with the John Wick update? I was kinda hoping I'd see them in the game. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:10, 10 March 2015 (EDT)&lt;br /&gt;
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They added a Glock 26 (Chimano Compact) with John Wick as his signature gun. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 10:03, 10 March 2015 (EDT)&lt;br /&gt;
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There isn't a P30L in the game, but there are pistols in the game that you can mod to look similar to it, like the USP (Interceptor .45 in game) with either the Facepunch Compensator or the Match slide, the Signature .40 (SIG P226) modified with the Facepunch compensator also looks similar, then the Chimano Custom (Glock 22C) kinda sorta but not really looks like it with the Facepunch again.  But your best bet would be the Interceptor .45[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 22:34, 12 March 2015 (EDT)&lt;br /&gt;
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:I got the game a couple of days ago. I'm fine with the USP Expert, but they are not the same as P30Ls. Oh, and I've never been a fan of modifying my weapons in games, and I haven't modified the Expert yet. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 04:53, 13 March 2015 (EDT)&lt;br /&gt;
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::Modifying most of your guns to be useful is a pretty key feature in PayDay 2. Most of the weapons are not at their highest capability stock, and some of them are even detrimental as so. It does suck at times, because you often have to make your gun look ridiculously stupid in order for it to be useful, but that's just the way the game works. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 06:49, 13 March 2015 (EDT)&lt;br /&gt;
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:::I know, right. I've played the first one, which honestly felt a bit frustrating at times (partially because every enemy took almost 15+ rounds to kill depending on the weapon), and the Payday 2 beta. This one is less frustrating. I'm currently using the SCAR-H and the Expert, or the 1911, 'cause they take only a couple of shots to kill the enemies (well, cops, let's be honest) even without any modifications. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 07:31, 13 March 2015 (EDT)&lt;br /&gt;
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== New Over-Under Shotgun ==&lt;br /&gt;
&lt;br /&gt;
[[File:PD2-OU-Side.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:PD2-OU-Front.jpg|thumb|500px|none]]&lt;br /&gt;
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Introduced with (free) Bonnie character pack March 13th. A 12 Gauge Over-Under. Anyone know what kind? I think a Beretta, but not sure.[[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 20:28, 16 March 2015 (EDT)&lt;br /&gt;
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:Beretta 682 Gold E. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 20:53, 16 March 2015 (EDT)&lt;br /&gt;
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Looks like a Beretta S3 O/U and CZ Redhead Deluxe O/U hybrid so I added it as such. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:39, 19 March 2015 (EDT)&lt;br /&gt;
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== Butcher Mod pack ==&lt;br /&gt;
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There's new mods for most of the old weapons (And a stealth mod for the saw, thank God), the new lower reciever for the AUG turns it into a EF88, the CQC barrel for the Ak 5 turns it to an Ak 5c and I haven't bought them yet, but there's mods for both the MP5 (An straight magazine that rechambers it to 10mm), and a barrel jacket and suppressor for the P90. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:04, 19 March 2015 (EDT)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Payday_2_EF88_left.jpg|Left side.&lt;br /&gt;
File:Payday_2_EF88_right.jpg|Right side.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Oh, and Big Boss' M1911's suppressor for Metal Gear Solid 3 was added. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:16, 19 March 2015 (EDT)&lt;br /&gt;
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== AA12, M32 grenade launcher is coming soon ==&lt;br /&gt;
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http://www.overkillsoftware.com/games/bbq/&lt;br /&gt;
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Don't know what the Flamethrower is, looks cool&lt;br /&gt;
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In the very articulate words of Hiimdaisy's rendition of Yosuke from Persona 4: &amp;quot;Dude, dude, dude, duuude[...]&amp;quot; Also, the flamethrower is a prop made by the special effects artist of the studio where Overkill recorded this and the Overkill Pack trailer. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:17, 27 March 2015 (EDT)&lt;br /&gt;
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== Animation update ==&lt;br /&gt;
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Not only did they add new animations for practically everything, the P90, G36, AUG and the Expert Mag have bullets that are removed when you fire them. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:52, 16 April 2015 (EDT)&lt;br /&gt;
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== Butchers Western Pack &amp;amp; Butchers BBQ Pack ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Make your bullets count with the Peacemaker .45 Revolver where six bullets is enough to see six helmets fly. For those who need a few bullets more there is the Repeater 1874 Sniper Rifle. The Plainsrider Bow if you need no bullets at all. An arrow kills and doesn't make a sound. Unless you attach a pack of dynamite to it, which you can. The dynamite also comes as a throwable so you don't need to go through the potential hassle of having a bow. Ride off into the sunset with four new masks, patterns and achievements. Giddy up!&amp;quot;&lt;br /&gt;
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The revolver appears to be the Colt Single Action Army and the lever action rifle appears to be based on the Winchester Model 1894.&lt;br /&gt;
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&lt;br /&gt;
&amp;quot;• Piglet Grenade Launcher, 12G Steakout Shotgun &lt;br /&gt;
• Did we mention the Flamethrower Mk.1&amp;quot;&lt;br /&gt;
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The Piglet Grenade Launcher is the M32 MGL, the Steakout 12G is the AA-12 (though the Ithica Stakeout would have been more suitable, no?) and the &lt;br /&gt;
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[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 03:30, 9 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
--flamethrower is entirely fictional. Based off of the prop used in the BBQ Pack trailer. And the rifle is actually based on the [[Winchester Model 1873]]. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:00, 9 May 2015 (EDT)&lt;br /&gt;
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== Alesso heist ==&lt;br /&gt;
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So far, there's only one weapon added, a Mateba 2006 which, probably intentionally, is called Matever, like in the English translation of Ghost in the Shell. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 22:37, 20 May 2015 (EDT)&lt;br /&gt;
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== My word this is a huge article ==&lt;br /&gt;
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There's room to pack it down. Given the unholy assload of guns and variants and combinations that's not going to get any shorter, I think it'd be a good idea to arrange the guns not in absolute alphabetical order, but rather ordered, bunched and combined according to the game's own lists - the article for [[Far Cry 2]] already shows it works. The screenshots can also show off and tell much more with a way smaller amount of images, not to mention cutting out the HUD crap and bringing them up to date with the animation overhaul.&lt;br /&gt;
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I've redone the AMCAR (Colt Model 733) and AK5 (Bofors Ak 5, FN Herstal FNC) sections in the way I mean, although I'd still double-stack all those thumbnails. Let me know if this doesn't fly. --[[User:AVK|AVK]] ([[User talk:AVK|talk]]) 16:38, 16 June 2015 (EDT)&lt;br /&gt;
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:While a change like that would be drastic, maybe removing all those screenshots and sub-articles about guns (like how the Mosin-Nagant can be modified into the carbine and sniper version) and just have &amp;quot;here is gun X&amp;quot; a few screenshots of that gun, and then some text saying &amp;quot;Gun X can be modified into gun Y and Z&amp;quot; Doing that would save a lot of space and time.&lt;br /&gt;
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::I think you're right, blowing up the main index can wait and see. I don't know how austere you're aiming for with the subtypes, though. There's tons of trivia and other stuff to tell and the subtypes/showcase of minor mods can all be packed into the screenshots showing off the unique stuff like reloads and sight pictures. The AK5 pileup is a good indicator of what I'm going for (and I mean to stay the course for now), but that can always be stripped down further if it's still too heavy a read. --[[User:AVK|AVK]]&lt;br /&gt;
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::: I also think we should remove the &amp;quot;modified versions of {gun modified to look like a variant of the gun)&amp;quot;, because, Jesus Christ, it's already modified. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 14:24, 17 June 2015 (EDT)&lt;br /&gt;
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::::What you did with the Ak5 was really good AVK. Maybe the entire article should be restructured in that style? I'm not the one to decided but it would be a good idea.&lt;br /&gt;
:::::I don't really see why having a long page is that big of an issue if there indeed that many guns in the game. Unless users are having issues loading the page, and AFAIK no one is, then there's no point worrying about it. And why would the FNC be under the Ak5? Isn't the Ak5 a variant of the FNC and not the other way around? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 17:55, 17 June 2015 (EDT)&lt;br /&gt;
:::::: The Ak5 is the base weapon unlocked in game, which can be modified into a suedoFNC with attachments. I think the page should be cleaned up in the above manner.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:12, 17 June 2015 (EDT)&lt;br /&gt;
::::::: If I can put my  two cents into this, I like the way that AVK has structured the AK5 and AMCAR sections, it is both nice to read, injects some humor into the page and is much more nicer than having ten pictures per entry detailing everything about the weapon. I say restructure the article. --[[User:PaperCake|PaperCake]] 19:48, 17 June 2015 (EST)&lt;br /&gt;
::::::::Lose the right justification on the weapon image. We don't have that anywhere else on the site, and there's no reason to start now. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 20:02, 17 June 2015 (EDT)&lt;br /&gt;
:::::::::It's an exception, but so is the bizarre imaginary halfbreed end result itself - hence it being listed after all the relevant Ak 5 stuff. The placement follows the game's logic and considering the spiritual status of the gun (major role in Heat), it doesn't deserve to be smooshed down into a sidenote in the captions either. It may be a breach of order, but I think that's the way it makes the most sense. --[[User:AVK|AVK]] ([[User talk:AVK|talk]]) 13:53, 18 June 2015 (EDT)&lt;br /&gt;
:::::::::Wait no you were talking about the formatting. Works for me. --[[User:AVK|AVK]]&lt;br /&gt;
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== New guns in yet another DLC pack.  ==&lt;br /&gt;
&lt;br /&gt;
Alright, two new DLC'ssss came out yesterday (date: 25-6-15) The gold grin casino heist adds this new gun called the Cavity 9mm (referencing The Dentist contractor in game)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cavity 9mm payday2.jpeg|thumb|none|600px|]]&lt;br /&gt;
File:Cavity 9mm ditto payday2.jpg|thumb|none|600px|]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what is this gun based of? I think it might be a Kel-Tec weapon but im not sure.&lt;br /&gt;
&lt;br /&gt;
Also the AS Val (i think, correct me if im wrong) was added with the Sokol character DLC. Sokol is some russian hockey dude. Really, the gun is what im hear for. It is possible to modify the gun with a wooden stock similar to the sniper variant of the weapon.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:AS val rightside PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
File:AS Val leftside PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Give me the proper names for the guns and i'll put it up on the PD2 article.&lt;br /&gt;
:It's Kel-tec Sub2000, and another user already added it yesterday. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:50, 26 June 2015 (EDT)&lt;br /&gt;
::Well that was quick. But the other gun, is it a AS val?&lt;br /&gt;
:::Yes, it is an AS Val, can be modded to resemble the VSS Vintorez. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 17:02, 26 June 2015 (EDT)&lt;br /&gt;
::::Alright.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:11, 26 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reformatting ==&lt;br /&gt;
&lt;br /&gt;
This page REALLY needs someone to reformat it. It has around 3 different formatting styles on it as well as an abundance of links and some empty entries. As I said earlier with this topic, I think we should let AVK reformat and redo this page. His additions are really good, rather funny and would cut the size of the article down by quite a substantial bit as it would eliminate all the seperate sections for guns that only exist if you mod one of the base weapons. (The Mosin Nagant section is a prime example of that). I know my word doesn't mean much in the eyes of the higher-ups, but I'm being real here, this page NEEDS reformatting. --[[User:PaperCake|PaperCake]] 02:07, 7 July 2015 (EST)&lt;br /&gt;
:I agree, excuse my language here but this page is a real clusterf**k. As you mentioned with the Nagant, sure you can modify the weapon so it looks like some other variant of it, but it is still the same weapon with slightly different stats. Someone (i assume AVK) reformatted the CAR-4 page so instead of having a billion entries, it now just shows the basic M4A1, which is much better.&lt;br /&gt;
&lt;br /&gt;
:What we should do here is either just have a few pictures of the basic gun, and then point out in text and not additional sections or even more pictures, it should something like &amp;quot;X gun can be modified to look like the X1A4 version&amp;quot; Either that or just have something like 4 pictures (one form the menu, in game idle and 2 for reloading) and with each picture have the gun in a different setup, kinda like how the AK5 entry is like now.&lt;br /&gt;
&lt;br /&gt;
:I personally think we should straight up delete some entries that are superfluous. Also, one last note, a few entries here are outdated, im going to delete some pictures here and there (beginning with the Socom 16) and replace the pictures with the up to date ones--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 12:57, 19 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Gage Ninja Pack ==&lt;br /&gt;
&lt;br /&gt;
Now that everyone's favorite money hoarding gun launderer is back, Overkill added a new weapon pack to the game, titled the Ninja Pack.&lt;br /&gt;
http://www.overkillsoftware.com/games/ninjapack/&lt;br /&gt;
Obviously, it's based on melee, poisonous and throwing weapons, but there's already three projectile weapons confirmed, a crossbow, an TDI Vector, and a WA-2000, which I'm assuming it's a reference to Hitman 2, where the ninja snipers used customized versions of it.&lt;br /&gt;
&lt;br /&gt;
Also, a semiautomatic sniper rifle, freaking finally. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 17:15, 14 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Unless they decide to portray it as a bolt-action rifle for consistency. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:24, 14 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The trailer made it seem like it was semiauto, albeit firing ''very'' slowly, although faster than the other sniper rifles. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 23:56, 14 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I finally got the DLC, and to be honest? I think it's bugged. The Crossbow has two arm options that do exactly the same thing, and two grip options, where one is inherently better than the other because one gives you +1 concelament, and the other, well, doesn't. The WA-2000 has three grips, (One ivory, one ebony, and one walnut), but the ivory and walnut one do the exact same thing, which is giving a +3 in stability, but a -3 in concealment. Maybe OVERKILL wanted to make the players be able to choose between those, I'm not sure.&lt;br /&gt;
&lt;br /&gt;
The KRISS, however, is pretty much a sidegrade to Jacket's Piece, a bit more damage and accuracy for lower stability. It even has exclusive attachments that do the exact same thing as JP's ones do.&lt;br /&gt;
&lt;br /&gt;
Overall, though, a very fun addition to the game. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:48, 18 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deleting unnecessary entries ==&lt;br /&gt;
&lt;br /&gt;
As anyone who visited this page now, it has a ''ton'' of entries, many of which are just superfluous. For example, the MP5 in the game can indeed be modified to look like a bunch of different MP5's, but it's still the same gun but with different stats, so the additional entries are just excessive. So what im proposing is that someone (me, for example) delete all these additional entries for guns that have way to many of em', like the MP5, FAL, P90, AA-12 etc. Then i will just have one entry for each gun and within that entry showing the different versions with pictures or mentioning them in text.&lt;br /&gt;
&lt;br /&gt;
Although before i start doing any of this, i must ask if i can just straight up delete entries. Can i just do that or will the ban hammer fall?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 09:47, 20 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Bear in mind, that we catalogue the appearances of different guns. It is irrelevant whether in the game universe it is simply a &amp;quot;Compact-5&amp;quot; fitted with a &amp;quot;Ninja Foregrip&amp;quot; and the &amp;quot;Adjustable Stock&amp;quot;, in actuality the game model is that of an MP5SD6 so in my opinion it should be listed as such. I think there is an argument to be made for collecting together the firearms that are built from the same gun, like the AK5 section currently is, but I think that any real gun that is built by modifying a base gun should be properly listed.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 13:41, 20 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That's is what im proposing however, collect the entries into one instead of having a whole slew of different ones, delete the additional entries and mash em' all together.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 10:04, 21 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== More DLC means more guns ==&lt;br /&gt;
&lt;br /&gt;
So a new character pack was just announced (here's the trailer https://www.youtube.com/watch?v=0A1Zb_HX-6g) Gun wise we're gonna get a Micro Uzi. So that's cool. No pictures of it yet however, but if the outline of it in the trailer is to be believed then it has the stock unfolded it seems--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 13:04, 20 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== SWAT van turret ==&lt;br /&gt;
&lt;br /&gt;
[[File:SWAT van turret PD2.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
Anyone know what this gun is? Looks like some type of Browning thing.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 20:01, 2 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:M2 Browning. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 20:17, 2 September 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=954776</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=954776"/>
		<updated>2015-08-30T21:56:38Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Pistol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''Sam and Max: Freelance Police'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump. It fires 15% faster than the default Shotgun&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air (such as those knocked skyward by a hit from the Soldiers rocket launcher or the airblast from a Pyro's flamethrower). As another effect, the user will switch weapons 15% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a drum magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 50% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it used to draw from the same ammunition pool as the Pistol, Lugermorph, or Winger, which has been changed. Currently, the Shortstop has the effect of boosting all healing on the user by 20% while active, but increases knockback taken by 40%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will prevent the Scout from taking fall damage when held out, in addition to giving him 3 health per hit and making him take 20% extra damage&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with an [[MG15 machine gun|MG15]] style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 Gauge]]&lt;br /&gt;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping and when taking damage. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores up to 20 health per rocket fired, but only holds 3 rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. It holds one extra rocket and its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn and deals 10% less damage.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. This boost also restores Pyro to full health and reduces damage by 75% during the initial taunt. The weapon deals 10% less damage than the Flamethrower.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight, though it deals 25% less damage than the Flare Gun. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 50% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below. They also deal 35% less damage than the Flare Gun&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three (yes, three) grenades compared to the Grenade Launcher, but grenades deal 20% more damage to buildings only and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha gives the Heavy 20% damage resistance when fully spun-up&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon. To complement this, it also gives the Heavy a 20% damage resistance buff when fully spun-up&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 20% faster and has no spin-up sound, and has 20% less spread than the Minigun. It is the only weapon in the game depicted by default with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, but all the Sniper's weapons will deliver mini-crits for eight seconds after he kills an enemy with this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit when scoped will receive Jarate as well as damage, with the Jarate's duration depending on its charge. The Sydney Sleeper cannot inflict critical hits or headshots.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 50% longer to charge while zoomed, but every headshot kill decreases the charge by 25% to a maximum of six headshots. A shot to the body while scoped reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is disguised when they fire the shot (though firing while disguised will drop the disguise).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtNickelDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Taurus_Judge&amp;diff=949564</id>
		<title>Taurus Judge</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Taurus_Judge&amp;diff=949564"/>
		<updated>2015-08-12T18:41:19Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:TaurusJudge.jpg|thumb|right|400px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
[[Image:TaurusJudgeLC.jpg|thumb|right|401px|Taurus Judge with Crimson Trace laser grips - .45 Long Colt/.410 Bore]]&lt;br /&gt;
Taurus built &amp;quot;The Judge&amp;quot; as a gun for both compactness and power. The gun holds five rounds of either .45 Long Colt rounds or .410 Bore shotgun shells. Both are the same dimension and fit the cylinder the same (similar to .38 Special to .357 Magnum). This allows the stopping power of a .45 LC to stop a charging animal or the scattering capability of a 410 round to kill a snake. In most cases for films, .45 LC blanks are used. &lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(???? - Present)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Revolver&lt;br /&gt;
&lt;br /&gt;
* '''Caliber(s):''' .45 Colt/.410 Bore&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 1.81 lbs (0.82 kg)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 7.5 in (19 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length(s):''' 3 in (7.6 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:''' 5-round cylinder&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' SA/DA&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
'''The ''Taurus Judge'' can be seen in the following films and television series used by the following actors:'''&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Max Payne (2008)|Max Payne]]'' ||[[Mark Wahlberg]] || Max Payne ||  2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Knight and Day]]'' || [[Cameron Diaz]] || June Evans || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Knight and Day]]'' || [[Tom Cruise]] || Roy Miller ||  2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super]]'' ||[[Michael Rooker]] ||  Abe ||  2011&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Underworld: Awakening]]'' || [[Michael Ealy]] || Detective Sebastian || 2012&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Television===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;0&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Supernatural - Season 4]]''|| || ||&amp;quot;Are You There, God? It's Me, Dean Winchester&amp;quot; (S04E02)||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Flashpoint]]''  || [[Alex Poch-Goldin]] || Kennon || ||2008&lt;br /&gt;
|-&lt;br /&gt;
| ''[[24 - Season 8]]'' || [[Kiefer Sutherland]] || Jack Bauer || ||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Supernatural - Season 6]]''|| [[Corin Nemec]] || Christian Campbell ||&amp;quot;Exile on Main Street&amp;quot; (S06E01)||2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Alcatraz]]'' || [[Brendan Fletcher]] || Joseph Limerick || &amp;quot;Garrett Stillman&amp;quot; (S01E12)  ||2012&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Video Games===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Mods'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Notation'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|''' Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kane &amp;amp; Lynch 2: Dog Days]]'' || TOQ Model 66X || w/ speedloader || First appearance in a video game || 2010&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ghost Recon: Future Soldier]]'' || Defender || w/ various attachments || in .410 Bore || 2012&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Taurus]] - A list of all firearms manufactured by Taurus.&lt;br /&gt;
* [[Taurus Raging Judge]] &lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Revolver]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=942722</id>
		<title>Half-Life</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Half-Life&amp;diff=942722"/>
		<updated>2015-07-23T04:02:44Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* M40A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Half-life.jpg|thumb|right|300px|''Half-life'' (1998)]]&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game video ''Half-Life'' and its expansions:'''&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is the standard issue sidearm of the Black Mesa security guards. It has a 17 round magazine capacity and is accurate, but not particularly powerful. A suppressed version is used by the female Black Ops, and HECU (Hazardous Environment Combat Unit) medics are also seen using it in the ''Opposing Force'' expansion pack. The Glock (and the 92FS in the HD pack) can fire underwater.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|Glock 17 2nd Generation - 9x19mm]]‎&lt;br /&gt;
[[Image:Hl glock original.jpg|thumb|none|600px|Dr. Freeman looks down on a dead bullsquid with his [[Glock 17]] in hand.]]&lt;br /&gt;
[[Image:Hl glock reload.jpg|thumb|none|600px|Freeman reloads his Glock, showing off it's windowed magazines.]]&lt;br /&gt;
[[Image:Hl glock empty.jpg|thumb|none|600px|Freeman dumps an empty magazine. Whether the magazine is actually totally depleted or not, the ejected magazine shows no rounds in the window, nor a spring. Note also how it falls out oddly.]]&lt;br /&gt;
[[Image:Hl glock opfor.jpg|thumb|none|600px|Corporal Adrian Shepherd holds the Glock 17. Note the different texture.]]&lt;br /&gt;
[[Image:Half-Life G17 1.jpg|thumb|none|600px|A suppressed Glock 17 in the hands of a dead Black Ops assassin. This weapon cannot be pickup up or used by the player.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The High Definition pack replaces the Glock 17 with the [[Beretta 92FS]]. The change is purely aesthetic, and changes none of the weapon's stats. Although 17-round magazines are possible on a real Beretta 92FS, these ones have a deeper base than the one on the 15-round model in the game, and were not in existence when the HD pack was released.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:Half-Life 92FS 1.jpg|thumb|none|600px|The [[Beretta 92FS]] in Freeman's hand in the HD version of Half-Life. It operates in DAO mode.]]&lt;br /&gt;
[[Image:Half-Life 92FS 4.jpg|thumb|none|600px|The 92FS locks empty.]]&lt;br /&gt;
[[Image:Half-Life 92FS 3.jpg|thumb|none|600px|Having dealt with one of his zombified former co-workers, Freeman reloads his Beretta.]]&lt;br /&gt;
[[Image:Half-Life 92FS 2.jpg|thumb|none|600px|Two world-model Beretta 92FSs, as Freeman stumbles across them in a stash in the sewers.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Python==&lt;br /&gt;
The stainless .357 Magnum [[Colt Python]] is found mid-way through the game at the bottom of a blast pit and is far more powerful than the 9mm pistol, but has a smaller capacity and lower rate of fire. Reloading is done with the help of a speedloader, but it is still slower than the pistol's.&lt;br /&gt;
&lt;br /&gt;
In the multiplayer part of the game, the Colt Python is additionally equipped with a laser pointer under the barrel. This enables the player to use a zoom function, which acts as the secondary fire mode.&lt;br /&gt;
[[Image:Python6in.jpg|thumb|none|350px|Colt Python, Stainless finish with 6&amp;quot; Barrel - .357 Magnum]]‎&lt;br /&gt;
[[Image:Half-Life Python 6.jpg|thumb|none|600px|The original Half-Life version of the Python without the HD patch.]]&lt;br /&gt;
[[Image:Half-Life Python 4.jpg|thumb|none|600px|Dr. Freeman holds the [[Colt Python]] as he observes some poorly-spelled Marine graffiti.]]&lt;br /&gt;
[[Image:Half-Life Python 5.jpg|thumb|none|600px|The multiplayer version of the revolver with laser sight under the barrel.]]&lt;br /&gt;
[[Image:Half-Life Python 3.jpg|thumb|none|600px|Having welcomed a Vortiguant to Earth with a fresh .357 slug, Freeman reloads the Python.]]&lt;br /&gt;
[[Image:Half-Life Python 2.jpg|thumb|none|600px|The Python in idle as Freeman waits for his H.E.V. suit to be charged up. Note that the trigger actually moves backwards when Dr. Freeman pushes the hammer down.]]&lt;br /&gt;
[[Image:Half-Life Python 1.jpg|thumb|none|600px|The world-model of the [[Colt Python]] where it first appears in the original game, lying next to a dead Black Mesa security guard.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert Eagle Mark XIX]] appears only in the ''Opposing Force'' expansion pack as the standard-issue sidearm of the U.S. Marines. The Desert Eagle has an attached LAM (Laser Aiming Module), which can be turned on and off using the secondary fire key. Strangely enough, the iron sights are removed from the first person model (whereas the world model appears to have them), which would make any sort of aiming with it difficult in real life unless using the LAM (sure enough, the weapon in-game is quite inaccurate when fired without the LAM active). Another modeling error is that the third person model is strangely short, with the slide and barrel measuring about two-thirds the length of an actual Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
In ''Opposing Force'', the Desert Eagle replaces the Colt Python. It uses .357 Magnum ammunition (the game manual also refers to it as &amp;quot;Desert Eagle .357&amp;quot;), but holds only 7 rounds while its real life .357 Magnum counterpart has a capacity of 9 rounds. This reveals another final (though more minor) modeling error - The lack of barrel fluting which is present on actual .357 variants of the Mark XIX Desert Eagle (The .50 AE variant, which is more commonly seen in films and television, lacks the fluted barrel). The weapon is very out of place since the Marines have never used the Desert Eagle as their sidearm throughout their history. &lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:DesertEagle44ModelXIX.jpg|thumb|none|350px|IMI Desert Eagle MK XIX - .44 Magnum. Note that the .44 Magnum version of the Mark XIX has a fluted barrel (as does the .357 version), which is absent from the .50 AE version (as seen above).]]&lt;br /&gt;
[[Image:Half-Life Desert 3.jpg|thumb|none|600px|The Desert Eagle in first-person view.]]&lt;br /&gt;
[[Image:Half-Life Desert 2.jpg|thumb|none|600px|Cpl. Shephard reloads the Desert Eagle as he stands in front of some more poorly-spelled graffiti.]]&lt;br /&gt;
[[Image:Half-Life Desert 4.jpg|thumb|none|600px|Reloading the Desert Eagle from empty. Note the slide locked back.]]&lt;br /&gt;
[[Image:Half-Life Desert 1.jpg|thumb|none|600px|A world-model Desert Eagle seen next to a dead security guard.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12|SPAS-12]] shotgun is found in some armories in the facility and is also used by some HECU Marines. Strangely, it has the unrealistic ability to fire two shells at once (alternative fire), instead of firing in semi-auto like the real SPAS-12. Seemingly the developers believed the weapon's magazine tube was a second barrel.&lt;br /&gt;
&lt;br /&gt;
Note of interest: The icon for the weapon in the original game's selection screen displays an [[Ithaca 37 &amp;quot;Stakeout&amp;quot;]] shotgun.&lt;br /&gt;
[[Image:FSpas12orign.jpg|thumb|none|500px|SPAS-12 without stock - 12 Gauge]]&lt;br /&gt;
[[Image:Hl spas12.jpg|thumb|none|600px|The original version of the SPAS-12 without stock in the hands of Freeman. Note the Stakeout HUD icon.]]&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg‎|thumb|none|500px|Franchi SPAS-12 - 12 Gauge]]&lt;br /&gt;
[[Image:Half-Life SPAS12 2.jpg|thumb|none|600px|Gone to a realm where HD textures and less polygons exist, Freeman holds his SPAS. Note the HD model has the folding stock (which is strictly cosmetic and unusable in the game).]]&lt;br /&gt;
[[Image:Half-Life SPAS12 3.jpg|thumb|none|600px|Freeman loads his SPAS-12.]]&lt;br /&gt;
[[Image:Half-Life SPAS12 4.jpg|thumb|none|600px|He finishes it off with a satisfying pump.]]&lt;br /&gt;
[[Image:Half-Life SPAS12 1.jpg|thumb|none|600px|An HD world-model of the [[Franchi SPAS-12]] on a desk.]]&lt;br /&gt;
&lt;br /&gt;
=Automatic Weapons=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD3]] is the primary automatic weapon in the game and is the HECU's standard issue weapon. It features a retractable stock, incorrectly holds 50 rounds in a 30-round magazine, and has M203PI grenade launcher. Since it uses the same ammunition, the MP5 shares its ammo pool with the Glock 17. As seen in early gameplay videos, it was originally suppressed as the first person model would suggest. Interestingly, in the config file it is listed as weapon_9mmAR, whereas it is actually a submachine gun.&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;
[[Image:EODMP5A3rubberprop.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 with lengthened SD-looking flash-hider and mounted M203 Grenade Launcher. This is the weapon used by [[Arnold Schwarzenegger]]'s character Jericho Cane in the film ''[[End of Days]]''. It is a fairly close real-world representation of the in-game weapon.]]&lt;br /&gt;
[[Image:Half-Life MP5SD3 1.jpg|thumb|none|600px|Freeman holds his MP5SD3 while looking at the Marines incredibly subtle AP mines.]]&lt;br /&gt;
[[Image:Half-Life MP5SD3 2.jpg|thumb|none|600px|Freeman kills a Vortigaunt with his MP5SD3. Note that there is no peep hole on the rear sight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The world-model of the SD3, and the submachine guns used by the Marines are replaced with [[Heckler &amp;amp; Koch MP5A3]]s. (The inventory icon of the MP5SD3 is also an A3 model, but it strangely has a [[AR-15]]-style front sight.)&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; foregrip - 9x19mm]]&lt;br /&gt;
[[Image:Half-Life MP5A3 2.jpg|thumb|none|600px|Freeman looks down on a world-model MP5A3 lying next to a dead Marine. Note the &amp;quot;slimline&amp;quot; forend. While there is no trigger mechanism, the dead Marines' submachine guns are clearly A3 variants, as noted by the SEF lower receiver.]]&lt;br /&gt;
[[Image:Half-Life MP5A3 1.jpg|thumb|none|600px|A Marine brings his MP5A3 to bear under fire.]]&lt;br /&gt;
[[Image:Hl 9mmAR opfor.jpg|thumb|none|600px|Cpl. Shepherd holds his reanimated MP5SD3 while examining a retextured world-model MP5A3.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 727==&lt;br /&gt;
The High Definition pack replaces the MP5 with the [[Colt Model 727]], denoted by its [[M16A2]]-style rear sights and integrated non-detachable carry handle. The M727 would appear to be more realistic, but it still shoots 9mm rounds and it is still mainly used in close quarters like an SMG. In the Playstation 2 version of the game, the M727 has a separate ammo supply and enemies tend to avoid close quarters with it.&lt;br /&gt;
[[Image:M4 m203 old.jpg|thumb|none|500px|Colt Model 727 with M203 grenade launcher - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Half-Life M727 1.jpg|thumb|none|600px|Freeman looks at a discarded M727 on the ground. Note that the M203 grenade launcher has no trigger mechanism on this world-model.]]&lt;br /&gt;
[[Image:Half-Life M727 2.jpg|thumb|none|600px|Having found a military supply area, Freeman jumps at the chance and grabs a Colt 727 as well as some spare STANAG magazines. Note the A2-rear sights.]]&lt;br /&gt;
[[Image:Half-Life M727 3.jpg|thumb|none|600px|The [[Colt Model 727]] in idle.]]&lt;br /&gt;
[[Image:Half-Life M727 4.jpg|thumb|none|600px|Despite watching the Gargantua kill several Marines, Dr. Freeman tries his attempt at killing it by engaging with the M727, which doesn't work too well as it can only be killed with explosive or energy weapons.]]&lt;br /&gt;
&lt;br /&gt;
==FN M249E2 SAW==&lt;br /&gt;
The [[M249 SAW|FN M249E2 SAW]] machine gun appears only in the ''Opposing Force'' expansion pack. It is far the most powerful non-fictional weapon, with high damage, range and moderate accuracy. It should be noted that the drum magazine carries only 50 rounds whereas its real-life counterpart carries up to 100 or more. Interestingly enough, the recoil is so powerful, that Cpl. Shephard slides backwards if he fires it continuously.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg‎|thumb|none|500px|FN M249E2 SAW (Squad Automatic Weapon) - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Half-Life M249 2.jpg|thumb|none|600px|The M249E2 SAW in first-person view as Shepard arrives at a bit of a gruesome scene.]]&lt;br /&gt;
[[Image:Half-Life M249 3.jpg|thumb|none|600px|Reloading the SAW. Due to an animation glitch, when Cpl. Shephard removes the drum, the ammo link stays on and disappears after a very short delay.]]&lt;br /&gt;
[[Image:Half-Life M249 5.jpg|thumb|none|600px|Firing the M249.]]&lt;br /&gt;
[[Image:Half-Life M249 4.jpg|thumb|none|600px|A world-model M249E2 SAW lying on the ground. Note the world-model has a bipod attached.]]&lt;br /&gt;
[[Image:Half-Life M249 1.jpg|thumb|none|600px|Ammo pickup for the SAW.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==M40A1==&lt;br /&gt;
The [[Remington Model 700#M40 Sniper Rifle|M40A1 Sniper Rifle]] appears only in the ''Opposing Force'' expansion pack as a usable weapon, where it replaces the Crossbow. It is incorrectly depicted to have a detachable box magazine, whereas the real M40A1 has an integral magazine. The updated [[Remington Model 700#M40A5 Sniper Rifle|M40A5]] is the variant that has the 5-round detachable box magazine. Also, due to an oversight, the character only pulls back the bolt before each shot and pulls it back then forward before reloading an empty magazine. A [http://www.gamebanana.com/skins/102377 fixed model] that makes the weapon operate correctly can be found on GameBanana.&lt;br /&gt;
[[Image:M40a1standard-1-.jpg‎ |thumb|none|500px|Remington/USMC M40A1 sniper rifle with woodland camouflage finish - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Half-Life M40A1 2.jpg|thumb|none|600px|Shepard stumbles across a M40A1 as well as its former owner.]]&lt;br /&gt;
[[Image:Half-Life M40A1 5.jpg|thumb|none|600px|Cpl. Shephard holds the M40A1. Unlike the Crossbow, the sniper rifle has no hip-fire crosshair.]]&lt;br /&gt;
[[Image:Half-Life M40A1 4.jpg|thumb|none|600px|Cpl. Shephard operates the bolt of the rifle.]]&lt;br /&gt;
[[Image:Half-Life M40A1 3.jpg|thumb|none|600px|Cpl. Shephard reloads his M40A1.]]&lt;br /&gt;
[[Image:Half-Life M40A1 1.jpg|thumb|none|600px|Shepard spots the ammo-pickup for the M40A1. These magazines are not fully loaded, because the two mags and the cartridge add only 5 rounds in total.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M203PI Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is attached to the MP5 (and the Colt M727 in the High Definition expansion pack.) In game, it can carry a maximum of 10 rounds, and is never seen reloading or possessing a trigger mechanism of any kind. The 40mm grenades it fires apparently had their fuses removed, since in real life grenades need to travel for around 30 feet before arming. They also arc extremely fast and tumble end over end while in flight.  The M203 is not capable of being mounted on an unmodified MP5 in real life.&lt;br /&gt;
[[Image:M203.jpg|thumb|none|400px|M203 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Half-Life M203 1.jpg|thumb|none|600px|Freeman looks at the [[M203 grenade launcher]] mounted on the MP5SD3. Note the missing trigger mechanism.]]&lt;br /&gt;
[[Image:Half-Life M727 3.jpg|thumb|none|600px|HD version of the M203 grenade launcher mounted on the M727. Note correct trigger mechanism.]]&lt;br /&gt;
[[Image:Half-Life M203 2.jpg|thumb|none|600px|Freeman looks at the ammo pickup for the M203, that being two 40mm Grenades.]]&lt;br /&gt;
&lt;br /&gt;
==Armbrust (Futuristic)==&lt;br /&gt;
Referred to as the &amp;quot;GAM14B&amp;quot;. The in-game model is a more futuristic version of the [[Armbrust ATW]]. It is shown as being reloadable and laser-guided.&lt;br /&gt;
[[Image:Amburst_Rocket_Launcher.jpg|thumb|none|500px|Armbrust ATW - 67mm]]&lt;br /&gt;
[[Image:Half-Life RL 1.jpg|thumb|none|600px|Dr. Freeman holds the futuristic Armbrust during the level &amp;quot;Surface Tension&amp;quot;. This is the HD version of the launcher. The original version has an unusable scope on the top instead of the ladder sight.]]&lt;br /&gt;
[[Image:Half-Life RL 2.jpg|thumb|none|600px|Dr. Freeman reloads the Armbrust after launching a rocket at a troublesome sniper.]]&lt;br /&gt;
[[Image:Half-Life RL 3.jpg|thumb|none|600px|A modified Armbrust on the ground.]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==Mk 2 hand grenade==&lt;br /&gt;
The [[Mk 2 hand grenade]] is the standard grenade used by the Marines, and apparently kept in large numbers by security guards (though they never use it). Strangely, instead of rolling to a stop after it is thrown, it simply bounces a few inches then stays there until it explodes. The spoon also stays on when the grenade is thrown, due to an oversight on the part of the developers. This grenade was discontinued from active use by the time of the Vietnam War, making it well obsolete for the period in which the game takes place.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg‎|thumb|none|150px|Mk 2 hand grenade]]&lt;br /&gt;
[[Image:Half-Life Mk2 4.jpg|thumb|none|600px|Freeman holding the original version of the Mk 2 grenade.]]&lt;br /&gt;
[[Image:Half-Life Mk2 2.jpg|thumb|none|600px|In the HD Texture realm, Freeman looks at some more accurate-looking Mk 2s.]]&lt;br /&gt;
[[Image:Half-Life Mk2 1.jpg|thumb|none|600px|Dr. Freeman holds a remodeled HD frag grenade as he blasts a couple of zombies.]]&lt;br /&gt;
[[Image:Half-Life Mk2 3.jpg|thumb|none|600px|Knowing the only way to distract the Tentacle is to make a boom, Freeman pulls the pin on a Mk 2.]]&lt;br /&gt;
&lt;br /&gt;
==Satchel Charge==&lt;br /&gt;
Satchel Charges act as command-detonated bombs with very high damage and blast radius.&lt;br /&gt;
[[Image:Half-Life SCH 1.jpg|thumb|none|600px|Freeman holds the satchel charge.]]&lt;br /&gt;
[[Image:Half-Life SCH 2.jpg|thumb|none|600px|The detonator for the satchel charge.]]&lt;br /&gt;
&lt;br /&gt;
=Emplaced Weapons=&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears as a usable emplaced weapon throughout all the games. It is mostly seen mounted on tripods, but sometimes on pintle mounts and tanks. The M2HBs have unlimited ammunition, and are used pretty often by the &amp;quot;Opposing Force&amp;quot;.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg‎|thumb|none|500px|Browning M2HB on M3 tripod - .50 BMG (12.7x99mm NATO)]]&lt;br /&gt;
[[Image:Half-Life M2 5.jpg|thumb|none|600px|A Browning M2HB also appears mounted on the hull of an Abrams tank in a very strange way (reminiscent of tanks like the T28). This is from the pre-patched version - The updated M2 looks almost like this but has a sharper texture. This is inaccurate, as the Abrams tank has no hull-mounted machine guns and the actual tank's sole M2HB is mounted on the turret at the commander's cupola.]]&lt;br /&gt;
[[Image:Half-Life M2 1.jpg|thumb|none|600px|A Browning M2 on a tripod.]]&lt;br /&gt;
[[Image:Half-Life M2 2.jpg|thumb|none|600px|Having dispatched a Marine stronghold only to meet up with a Vortiguant attack, Freeman brings the M2 to bear on the horde.]]&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:Half-Life M2 3.jpg|thumb|none|600px|M2 Browning top-mounted on an Abrams tank. Though more closely accurate, this too is incorrect, as it is on the left, which is the loader's cupola (which has an [[M240D]] mounted). The commander's cupola, where the M2HB is mounted, is on the right side on an Abrams.]]&lt;br /&gt;
[[Image:Half-Life M2 4.jpg|thumb|none|600px|U.S. Marines with M2 machine guns during the live-fire training in the tutorial level of ''Half-Life: Opposing Force'' (This shot was done through the use of a 'noclipping' cheat).]]&lt;br /&gt;
&lt;br /&gt;
==M230 Chain Gun==&lt;br /&gt;
U.S.M.C. and Black Ops Apache helicopters are armed with [[M230 Chain Gun]]s.&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun3.jpg|thumb|none|450px|Hughes/Alliant Techsystems M230 Chain Gun - 30mm]]&lt;br /&gt;
[[Image:Half-Life Helo.jpg|thumb|none|600px|Dr. Freeman looks up at a VERY close Apache fly-by as it prepares to engage him. Note the 'ARMY' markings on the supposed USMC choppers (which, while confusing in terms of the game's story context, is accurate IRL - The US Army employs the Apache, not the USMC).]]&lt;br /&gt;
&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
The [[M202 FLASH]] appears in the form of an emplaced rocket turret with some sort of magazine mounted on the side for bigger capacity. OpFor soldiers use it the original game. This turret cannot be used by Gordon.&lt;br /&gt;
[[Image:M202A2 FLASH.JPG|thumb|none|350px|M202 FLASH - 66mm]]&lt;br /&gt;
[[Image:Half-Life Turret1.jpg|thumb|none|600px|Modified M202 FLASH on a tripod.]]&lt;br /&gt;
&lt;br /&gt;
==Bushmaster M242 Chain Gun==&lt;br /&gt;
The [[M242 Bushmaster chaingun|M242 Bushmaster Chain Gun]] is seen mounted on several Bradley IFVs.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|500px|M242 Bushmaster Chain Gun - 25mm]]&lt;br /&gt;
[[Image:Half-Life Vehicle.jpg|thumb|none|600px|Freeman looks at one of the 'Marine' Bradleys (Note that the USMC doesn't use or employ Bradley IFVs/CFVs, the Army does), armed with M242 Chain Gun. Note also the TOW launchers side-mounted on the turret. Interestingly, this vehicle is in proper desert camo while the Abrams tanks aren't.]]&lt;br /&gt;
[[Image:Half-Life IFV.jpg|thumb|none|600px|Another Bradley, this time from the original game and without the BGM-71 TOW launchers.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] is also seen mounted on the Bradley IFVs. Interestingly, some Bradley's use only the M242 Chain Gun when the player makes contact with them, while others fire only the TOW.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW mounted on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:Half-Life TOW.jpg|thumb|none|600px|BGM-71 TOW mounted on a Bradley IFV.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*''[[Half-Life 2]]''&lt;br /&gt;
*''[[Black Mesa]]''&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Mystery]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=940148</id>
		<title>Talk:Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=940148"/>
		<updated>2015-07-14T22:24:29Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Gage Ninja Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started ==&lt;br /&gt;
Well I'm not the best at coding but I just wanted to get this page started. Anyone is free to help. --[[User:eelikay|eelikay]] 10:23, 2 August 2013 (CDT)&lt;br /&gt;
:Gimmie some time, I can get default screenshots for most every beta game. --[[User:Dannysaysnoo|Dannysaysnoo]] 00:34, 3 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Not a Heat reference==&lt;br /&gt;
&lt;br /&gt;
Just because the game has a 733, doesn't mean it's a reference to Heat. Also it isn't even using the curved 30 round magazine. It's like a badly rendered stretched 20 round mag like in COD Black Ops. Also Payday 2's 733 also has a modern M4 3rd gen stock and A2 rear sight while the 733 in Heat had a gen 2 stock and an A1 rear sight. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:17, 3 August 2013 (EDT)&lt;br /&gt;
:I guess they add the 20 round mag as a balancing thing. The stock and sight differences are odd, would that change the model? Also, I can't show you it yet, as the beta hasn't opened up that far, but it also seems like the game has the [[FN FNC]], if menu art is anything to go by. That is most certainly a Heat reference, and the developers have already stated it was an influence on the game. [[user:Dannysaysnoo|Dannysaysnoo]] 11:27, 3 August 2013 (GMT)&lt;br /&gt;
::It's really moot point since we're just robbing banks in a modern setting, so I'd use a more contemporary weapon than a design that's a bit dated. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:28, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The AUG is MASR STG ? ==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
AUG's Magazine is not original. Do This Made MASR ? Assuming this is MASR made​​ AUG ? - [[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 13:46, 3 August 2013 (JST)&lt;br /&gt;
:Looks like a Magpul PMAG, as for the rifle, it's not uncommon for game devs to model their guns off of airsoft or civilian versions of guns. So it could be a MASR STG instead of a true AUG, I don't know how to tell.--[[User:Crazycrankle|Crazycrankle]] ([[User talk:Crazycrankle|talk]]) 09:46, 3 August 2013 (EDT)&lt;br /&gt;
::Also the foregrip is the KAC vertical grip instead of the folding grip [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:29, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== All beta weapons added ==&lt;br /&gt;
&lt;br /&gt;
That's every single weapon from the beta capped, and added. [[user:Dannysaysnoo|Dannysaysnoo]] 17:27, 3 August 2013 (GMT)&lt;br /&gt;
:You can't access the P90 or HK416 in the beta? There are silhouettes for them on the second pages of primary and secondary weapons.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 17:28, 4 August 2013 (EDT)&lt;br /&gt;
::No, you can't. The level cap is 30. The only weapons not on the page are the FN FNC, at 33, the M16A2, at 39, A double barrel shotgun at 39, the P90 at 36, and the Deagle at 36. (Those are just guesses as to what they are. They might be slightly different once I see the 3D models. [[user:Dannysaysnoo|Dannysaysnoo]] 01:40, 4 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
I think we should use view mode for the majority of the screen shots. The models have more detail than thirdperson and you can see more of it than in first person&lt;br /&gt;
ex: http://imageshack.us/a/img203/7945/0tfc.jpg&lt;br /&gt;
(This is just a photo since I can't screenshot on a PS3 and don't have a computer version of the game)&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 17:31, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon Variants ==&lt;br /&gt;
&lt;br /&gt;
So I was thinking the gun customization in this game means a lot of guns have different variants that are worthy of article mention- here's what I've found:&lt;br /&gt;
&lt;br /&gt;
CAR-4 (M4A1- furniture mods can turn it into a LR300.&lt;br /&gt;
&lt;br /&gt;
UAR (AUG A2)- A3 forend mod.&lt;br /&gt;
&lt;br /&gt;
M308 (M14)- Jae 100 chassis, the EBR chassis is already shown in the article.&lt;br /&gt;
&lt;br /&gt;
Ak5- FNC handguard and Ak5C stock + forend, no ability to give it a proper &amp;quot;C&amp;quot; carbine barrel though.&lt;br /&gt;
&lt;br /&gt;
AMR-16 (M16A4)- can get the A1 handguard.&lt;br /&gt;
&lt;br /&gt;
Compact 5 (MP5)- the MP5K can be unlocked for use in addition to being used in the Sentry gun.&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:53, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
This ist LR 300 ??&lt;br /&gt;
[[File:Payday2 lr300 previu 1.jpg|thumb|none|600px|Lr300 ???]]&lt;br /&gt;
--[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 14:17, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree with mentioning this in the main article. I have also found that the Colt Model 733 is turned into a Colt Model 933 if attaching an optical sight. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 14:37, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
Article finished. Make any other screenshots? --[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 11:01, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Anyone know what rifle this is? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2SR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
This is the picture from the sniper asset you can buy on Watchdogs day 2. Anyone know what rifle he's carrying? Looks like a Remington 700 variant, but I'm having trouble identifying the specific model.--[[User:Lynx|Lynx]] ([[User talk:Lynx|talk]]) 12:09, 12 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DLC weapons ==&lt;br /&gt;
&lt;br /&gt;
A DLC has been released including 3 new guns and in two days another DLC will release adding yet another 3 new guns. So if anyone feels inclined to properly identify the real life models and add screenshots, I would appreciate it. I would do so myself but having played the game all my guns are heavily customized at this point. &lt;br /&gt;
&lt;br /&gt;
Armored Transport DLC includes a SIG 551-A1 SBR (From what I can tell, might be a different model), a Walther PPK and a Carl Gustav M/45 sub machine gun (Which is erroneously stated to be .45 cal on the DLC page).&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/armoredtransport/&lt;br /&gt;
&lt;br /&gt;
The DLC to be released will include a FN SCAR-H, a HK MP7 and a handgun I can't identify. &lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/gageweaponpack01/ &lt;br /&gt;
&lt;br /&gt;
- [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
The unidentified handgun seems to be a Sig Sauer P226.&lt;br /&gt;
&lt;br /&gt;
I've started uploading screenshots of the weapons in the first DLC. Won't be uploading any for the second pack, as I have no intent of buying it right now. Would appreciate it if someone wrote some&lt;br /&gt;
descriptions and correctly identify the Sig Sauer model. - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got both DLCs so I'll upload the screencap a when I get the chance. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 11:46, 28 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
The most recent update (Death Wish) added a new difficulty and in that difficulty, we have two more weapons featured in the hands of NPCs (The guns are currently unavailable to players). The guns being the HK UMP and the Benelli M4 (Which seems to be based on the H2O model, but with a solid instead of a telescoping stock). Both seen featured here:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=e8CMPB03-pw&amp;amp;feature=player_detailpage#t=45 - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
Another DLC pack incoming - 3 sniper rifles to add to the arsenal, all featured in this video: &lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=sNs9yQcc5ew&lt;br /&gt;
&lt;br /&gt;
Pictures and in-game names are scheduled to be revealed tomorrow. So far though, I've identified one of them as a Barret M95. [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
:Looks like the other two are the Blaser R93 LRS2 and a Remington 700 with verious chassis mods (wooden M40A5 and MSR, it looks like). Barret seems weirdly semi auto.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:24, 6 May 2014 (EDT)&lt;br /&gt;
&amp;quot;Barret seems weirdly semi auto.&amp;quot;. Well, it is a video game bolt action rifle. I think the limited FOV cuts off the actual bolt operation animation. If you look closely, you can see that the right hand isn't holding the grip after shooting (At about 26,5s in the video). --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 20:53, 6 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am very lazy. I apologize for that. Anyway, I uploaded inventory screenshots of the shotguns from the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 03:13, 4 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP5A2/A3/KN? ==&lt;br /&gt;
&lt;br /&gt;
Now, correct me if I'm wrong, but wouldn't the presence of a burst fire option in the selector make them MP5A4, A5, SD5, SD6 and KA4 respectively? --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:15, 8 June 2014 (EDT)&lt;br /&gt;
:Actually the texture is kinda goofed, the selector has no Safe option, it doesn't have a crossed out white bullet pictogram, instead it has a white Semi pictogram, so technically it has no Safe mode, it just has Semi/Burst/Auto. :\  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 00:24, 4 July 2014 (EDT)&lt;br /&gt;
[[File:PAYDAY2 weird MP5 fire selector.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
== Missed lots of guns, MP7, and FAL's pic, three new shotguns DLC which include Benelli M4 , STRIKER12, and KSG, anyone wants to work with me? ==&lt;br /&gt;
&lt;br /&gt;
I m newbie, so don't know too much about it.....&lt;br /&gt;
&lt;br /&gt;
== FN FNC ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard changes the AK5 to a FNC. Could someone in possession of the mod add it on please?&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 22:14, 21 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PSG-1 from Modded G3? ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that modding Gewehr 3 with DMR Kit, Precision foregrip, grip and stock will create a gun that heavily resembles H&amp;amp;K PSG-1, should it be included in the list?&lt;br /&gt;
and if so, under what category should it be in?, since the ridle is not a proper sniper rifle in game so to speak&lt;br /&gt;
&lt;br /&gt;
Here's the said rifle:&lt;br /&gt;
[[File:2014-10-05 00001.jpg|800px|thumb|none|alt text]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 00:50, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It looks like [[Heckler &amp;amp; Koch SR9TC]].&lt;br /&gt;
[[File:HKSR9TC.jpg|600px|thumb|none|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm. The TC version has the PSG buttstock as well as the trigger pack.]]&lt;br /&gt;
--[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 10:40, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It actually uses the original PSG-1 parts so it's not a SR9TC, even though, I'd say it's more a hybrid than other. --[[User:James Dalcan|James Dalcan]]&lt;br /&gt;
&lt;br /&gt;
:That gun is a total mongrel, it is no real G3 variant. Firstly, there is a paddle mag release which rules out the SR9 and PSG-1. The combination of a front sight post and the PSG style handguard might suggest an MSG90A1, however it has a plain barrel, the trigger pack is the original metal type rather than the polymer Navy type used on the MSG90, and the rear sight is a normal diopter rather than the one used on the MSG90. Technically, I would say that it is a G3 fitted with a PSG-1 handguard, butt and trigger shoe, and a plain heavy barrel (it is not the normal PSG-1 one though, it is too short).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That is exactly what it is in game, it's essentially G3 modded with PSG-1 parts (possible in reality or not aside), now the question is that is it worth mentioning somewhere in the main article or not, even as Modded variant and another gun itself. --[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 21:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== John Wick DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL released a new DLC based on [[John Wick]], which added John as a playable character, a Glock 26, three new accessories for the pistols, two new grips for the Glocks, and the ability the dual wield the Glock 26, the Operator, the Beretta 92 (a shout-out to Matrix, perhaps?) and the Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
They added another weapon, a SPAS 12, with it's own sets of mods and all.&lt;br /&gt;
&lt;br /&gt;
== Gage Historic Pack DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL is making a new weapon pack full of WWII era weapons. The weapons are, at least by my guess, to be a MG42, a Mauser C96, either a Sten gun or a Sterling, and a sniper version of the Mosin-Nagant. So apparently with the purchase of the pack, you get to murder cops with an 100 year old handgun. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
: http://overkillsoftware.com/gagehistoricalpack/ [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:18, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Well, I was close, the weapons in it are an MG42, named the Buzzsaw 42, a Sterling, named the Pratchett L2A1, the C96 is named the Broomstick, and the Mosin 91/30 is named the Mosin-Nagant. Even so, you get to murder cops with WWII-era weaponry. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
&lt;br /&gt;
== Chicago Typewriter ==&lt;br /&gt;
&lt;br /&gt;
A M1928 was added the game to celebrate two million people joining the PAYDAY Steam Group.&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/2million/&lt;br /&gt;
&lt;br /&gt;
Still haven't unlocked any mods since they're dropped in the Payday instead of being unlocked via achievements, but still, it's pretty neat. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 21:22, 4 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== L85 is upcoming , in Clover Character Dlc ==&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/games/thediamond/&lt;br /&gt;
&lt;br /&gt;
== The Bomb Heists DLC Weapons ==&lt;br /&gt;
The HS Produkt VHS-2 and HS Produkt HS2000 40SW model is added on The Bomb Heists DLC. Its named &amp;quot;Lion’s Roar rifle&amp;quot; and &amp;quot;LEO pistol&amp;quot;. --[[User:Seganamcofan|Seganamcofan]]&lt;br /&gt;
&lt;br /&gt;
It's an Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, actually. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 03:22, 26 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== XDM/HS2000 ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit perplexed by the XDM, since it has the serrations of a XDM, and yet they still went out of their way to label it HS. It appears that Springfield just markets the HS2000 in the US, everything is still manufactured in Croatia. Is there an international version of the XDM that HS sells? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:03, 1 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why do the images have the weapons' actual names in quotes? ==&lt;br /&gt;
&lt;br /&gt;
It seems kind of weird having image descriptions that state things like; 'The player holds the &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.' despite the fact that those are the actual names of the weapons. Wouldn't it be more fitting to say; 'The player holds the &amp;quot;CMP&amp;quot;.', or at least remove the quotes? The way that it's set up just really bothers me.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 00:38, 2 February 2015 (EST)&lt;br /&gt;
:It's standard practice to include the name of the actual weapon, and there's nothing wrong with having the alias in quotes. I see nothing wrong here. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:11, 2 February 2015 (EST)&lt;br /&gt;
:: Well, I gotta admit seeing the quoted weapon name on almost every in-game thumbnail does look a bit annoying, not to mention a wee bit redundant perhaps. But as said, there's nothing actually wrong with it. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:04, 2 February 2015 (EST)&lt;br /&gt;
::Oh, you mean in the captions. Yes, that's a bit annoying. I wouldn't object if someone took them out. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:44, 2 February 2015 (EST)&lt;br /&gt;
:::I think it's an artifact of Mateogala not really speaking English, he puts the in-game weapon name in quotes I guess because he saw a page where that was done with a fictional or hybrid weapon. If anyone's doing a find / replace for that, could they also swap &amp;quot;player&amp;quot; for &amp;quot;player character?&amp;quot; That one always bugs me, the player isn't the guy in the game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:55, 2 February 2015 (EST)&lt;br /&gt;
::::Yeah, I was referring to the captions, should've been a bit more concise. There's nothing inherently wrong with it, it's just ever so slightly bothersome to me personally. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 22:18, 3 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== We are getting a Minigun and AT4 ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=EWpeEe6qxHc    But one thing confuse me is in the video, it shows an AT4, but in store page, the introduction says it's RPG.&lt;br /&gt;
&lt;br /&gt;
== We are going to get a MAC 11 ==&lt;br /&gt;
&lt;br /&gt;
http://media.overkillsoftware.com/2015/02/hlm2_jacket_gun_screen.png    &lt;br /&gt;
&lt;br /&gt;
Unlock it through purchase Hotline Miami 2 digital pack on March 10.&lt;br /&gt;
&lt;br /&gt;
It's a MAC 11, right?&lt;br /&gt;
&lt;br /&gt;
Looks more like a Cobray M11/9. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:07, 25 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== OVERKILL DLC ==&lt;br /&gt;
&lt;br /&gt;
The weapons have been announced for the DLC. They are a handheld M134 Minigun and an RPG-7. This is gonna be fun. [[User:PaperCake|PaperCake]] 12:29, 6 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== M134 Barrels ==&lt;br /&gt;
&lt;br /&gt;
The article mentions that they don't move, but they actually do, at least with the short and Vulcan-esque barrels. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:21, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Okay, I just checked, the default and Aerial Assault barrel definitely move, but I'm still not sure about the short ones, I have no money in game at the moment, so I can't check right now. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:40, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
I just read a lot of people saying they didn't spin on the forums and reddit, I didn't actually check myself. I just watched a video and they were spinning in first person, so maybe they just don't spin in 3rd person or maybe those people were wrong. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:25, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
After some testing, I managed to find out that if your game is running at 30, 60 or 120 FPS the barrels appear to not rotate due to the monitor not being able to actually register the spin before it refreshes. In 45, 50, 75, and 135 the barrel jumps around, but some rotation can be seen. So in conclusion, yeah, they do spin. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:01, 8 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you know if the 3rd person model spins as well? [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:44, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=_hS6h4NTd3w&amp;amp;feature=youtu.be  --[[User:Mateogala|Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr]] ([[User talk:Mateogala|talk]]) 17:26, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have a feeling this might be the same optical illusion that causes car wheels to stop spinning or rotate backwards: if the barrels are in the same position every time the screen refreshes, the minigun will appear to not be turning even though it actually is. The reason it appears to be totally stopped is the lack of motion blur on them, I think. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:33, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If I knew how to record at around 600-1200 FPS (Which can be done) I could make a video showing the barrels rotating. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:00, 9 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've seen videos of first person showing them spinning (I don't have enough to buy the weapon myself yet.) What I'm asking is if the 3rd person model spins as well. Payday 2 (like lots of games) has separate models for first person and 3rd person, the 3rd person models are significantly lower quality and the animations for them are less precise (look at this mod that replaced the 3rd person models with the 1st person ones to see https://steamcommunity.com/app/218620/discussions/15/558754900072790886). The only person I saw using the minigun ingame only had it for a few seconds and I didn't get a chance to see if the barrels spun in 3rd person. Regardless I removed the part about them not spinning, but may add a note if they don't spin in 3rd person. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 13:16, 9 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==P30L?==&lt;br /&gt;
I'm thinking of buying this game since it's on sale on Steam (along with it's ludicrous amount of DLC). BUT, didn't Overkill really add H&amp;amp;K P30Ls with the John Wick update? I was kinda hoping I'd see them in the game. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:10, 10 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
They added a Glock 26 (Chimano Compact) with John Wick as his signature gun. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 10:03, 10 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
There isn't a P30L in the game, but there are pistols in the game that you can mod to look similar to it, like the USP (Interceptor .45 in game) with either the Facepunch Compensator or the Match slide, the Signature .40 (SIG P226) modified with the Facepunch compensator also looks similar, then the Chimano Custom (Glock 22C) kinda sorta but not really looks like it with the Facepunch again.  But your best bet would be the Interceptor .45[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 22:34, 12 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I got the game a couple of days ago. I'm fine with the USP Expert, but they are not the same as P30Ls. Oh, and I've never been a fan of modifying my weapons in games, and I haven't modified the Expert yet. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 04:53, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Modifying most of your guns to be useful is a pretty key feature in PayDay 2. Most of the weapons are not at their highest capability stock, and some of them are even detrimental as so. It does suck at times, because you often have to make your gun look ridiculously stupid in order for it to be useful, but that's just the way the game works. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 06:49, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I know, right. I've played the first one, which honestly felt a bit frustrating at times (partially because every enemy took almost 15+ rounds to kill depending on the weapon), and the Payday 2 beta. This one is less frustrating. I'm currently using the SCAR-H and the Expert, or the 1911, 'cause they take only a couple of shots to kill the enemies (well, cops, let's be honest) even without any modifications. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 07:31, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Over-Under Shotgun ==&lt;br /&gt;
&lt;br /&gt;
[[File:PD2-OU-Side.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:PD2-OU-Front.jpg|thumb|500px|none]]&lt;br /&gt;
&lt;br /&gt;
Introduced with (free) Bonnie character pack March 13th. A 12 Gauge Over-Under. Anyone know what kind? I think a Beretta, but not sure.[[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 20:28, 16 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Beretta 682 Gold E. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 20:53, 16 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Looks like a Beretta S3 O/U and CZ Redhead Deluxe O/U hybrid so I added it as such. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:39, 19 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butcher Mod pack ==&lt;br /&gt;
&lt;br /&gt;
There's new mods for most of the old weapons (And a stealth mod for the saw, thank God), the new lower reciever for the AUG turns it into a EF88, the CQC barrel for the Ak 5 turns it to an Ak 5c and I haven't bought them yet, but there's mods for both the MP5 (An straight magazine that rechambers it to 10mm), and a barrel jacket and suppressor for the P90. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:04, 19 March 2015 (EDT)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Payday_2_EF88_left.jpg|Left side.&lt;br /&gt;
File:Payday_2_EF88_right.jpg|Right side.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Oh, and Big Boss' M1911's suppressor for Metal Gear Solid 3 was added. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:16, 19 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AA12, M32 grenade launcher is coming soon ==&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/games/bbq/&lt;br /&gt;
&lt;br /&gt;
Don't know what the Flamethrower is, looks cool&lt;br /&gt;
&lt;br /&gt;
In the very articulate words of Hiimdaisy's rendition of Yosuke from Persona 4: &amp;quot;Dude, dude, dude, duuude[...]&amp;quot; Also, the flamethrower is a prop made by the special effects artist of the studio where Overkill recorded this and the Overkill Pack trailer. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:17, 27 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animation update ==&lt;br /&gt;
&lt;br /&gt;
Not only did they add new animations for practically everything, the P90, G36, AUG and the Expert Mag have bullets that are removed when you fire them. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:52, 16 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchers Western Pack &amp;amp; Butchers BBQ Pack ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Make your bullets count with the Peacemaker .45 Revolver where six bullets is enough to see six helmets fly. For those who need a few bullets more there is the Repeater 1874 Sniper Rifle. The Plainsrider Bow if you need no bullets at all. An arrow kills and doesn't make a sound. Unless you attach a pack of dynamite to it, which you can. The dynamite also comes as a throwable so you don't need to go through the potential hassle of having a bow. Ride off into the sunset with four new masks, patterns and achievements. Giddy up!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The revolver appears to be the Colt Single Action Army and the lever action rifle appears to be based on the Winchester Model 1894.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;• Piglet Grenade Launcher, 12G Steakout Shotgun &lt;br /&gt;
• Did we mention the Flamethrower Mk.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Piglet Grenade Launcher is the M32 MGL, the Steakout 12G is the AA-12 (though the Ithica Stakeout would have been more suitable, no?) and the &lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 03:30, 9 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
--flamethrower is entirely fictional. Based off of the prop used in the BBQ Pack trailer. And the rifle is actually based on the [[Winchester Model 1873]]. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:00, 9 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alesso heist ==&lt;br /&gt;
&lt;br /&gt;
So far, there's only one weapon added, a Mateba 2006 which, probably intentionally, is called Matever, like in the English translation of Ghost in the Shell. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 22:37, 20 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== My word this is a huge article ==&lt;br /&gt;
&lt;br /&gt;
There's room to pack it down. Given the unholy assload of guns and variants and combinations that's not going to get any shorter, I think it'd be a good idea to arrange the guns not in absolute alphabetical order, but rather ordered, bunched and combined according to the game's own lists - the article for [[Far Cry 2]] already shows it works. The screenshots can also show off and tell much more with a way smaller amount of images, not to mention cutting out the HUD crap and bringing them up to date with the animation overhaul.&lt;br /&gt;
&lt;br /&gt;
I've redone the AMCAR (Colt Model 733) and AK5 (Bofors Ak 5, FN Herstal FNC) sections in the way I mean, although I'd still double-stack all those thumbnails. Let me know if this doesn't fly. --[[User:AVK|AVK]] ([[User talk:AVK|talk]]) 16:38, 16 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:While a change like that would be drastic, maybe removing all those screenshots and sub-articles about guns (like how the Mosin-Nagant can be modified into the carbine and sniper version) and just have &amp;quot;here is gun X&amp;quot; a few screenshots of that gun, and then some text saying &amp;quot;Gun X can be modified into gun Y and Z&amp;quot; Doing that would save a lot of space and time.&lt;br /&gt;
&lt;br /&gt;
::I think you're right, blowing up the main index can wait and see. I don't know how austere you're aiming for with the subtypes, though. There's tons of trivia and other stuff to tell and the subtypes/showcase of minor mods can all be packed into the screenshots showing off the unique stuff like reloads and sight pictures. The AK5 pileup is a good indicator of what I'm going for (and I mean to stay the course for now), but that can always be stripped down further if it's still too heavy a read. --[[User:AVK|AVK]]&lt;br /&gt;
&lt;br /&gt;
::: I also think we should remove the &amp;quot;modified versions of {gun modified to look like a variant of the gun)&amp;quot;, because, Jesus Christ, it's already modified. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 14:24, 17 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::What you did with the Ak5 was really good AVK. Maybe the entire article should be restructured in that style? I'm not the one to decided but it would be a good idea.&lt;br /&gt;
:::::I don't really see why having a long page is that big of an issue if there indeed that many guns in the game. Unless users are having issues loading the page, and AFAIK no one is, then there's no point worrying about it. And why would the FNC be under the Ak5? Isn't the Ak5 a variant of the FNC and not the other way around? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 17:55, 17 June 2015 (EDT)&lt;br /&gt;
:::::: The Ak5 is the base weapon unlocked in game, which can be modified into a suedoFNC with attachments. I think the page should be cleaned up in the above manner.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:12, 17 June 2015 (EDT)&lt;br /&gt;
::::::: If I can put my  two cents into this, I like the way that AVK has structured the AK5 and AMCAR sections, it is both nice to read, injects some humor into the page and is much more nicer than having ten pictures per entry detailing everything about the weapon. I say restructure the article. --[[User:PaperCake|PaperCake]] 19:48, 17 June 2015 (EST)&lt;br /&gt;
::::::::Lose the right justification on the weapon image. We don't have that anywhere else on the site, and there's no reason to start now. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 20:02, 17 June 2015 (EDT)&lt;br /&gt;
:::::::::It's an exception, but so is the bizarre imaginary halfbreed end result itself - hence it being listed after all the relevant Ak 5 stuff. The placement follows the game's logic and considering the spiritual status of the gun (major role in Heat), it doesn't deserve to be smooshed down into a sidenote in the captions either. It may be a breach of order, but I think that's the way it makes the most sense. --[[User:AVK|AVK]] ([[User talk:AVK|talk]]) 13:53, 18 June 2015 (EDT)&lt;br /&gt;
:::::::::Wait no you were talking about the formatting. Works for me. --[[User:AVK|AVK]]&lt;br /&gt;
&lt;br /&gt;
== New guns in yet another DLC pack.  ==&lt;br /&gt;
&lt;br /&gt;
Alright, two new DLC'ssss came out yesterday (date: 25-6-15) The gold grin casino heist adds this new gun called the Cavity 9mm (referencing The Dentist contractor in game)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cavity 9mm payday2.jpeg|thumb|none|600px|]]&lt;br /&gt;
File:Cavity 9mm ditto payday2.jpg|thumb|none|600px|]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what is this gun based of? I think it might be a Kel-Tec weapon but im not sure.&lt;br /&gt;
&lt;br /&gt;
Also the AS Val (i think, correct me if im wrong) was added with the Sokol character DLC. Sokol is some russian hockey dude. Really, the gun is what im hear for. It is possible to modify the gun with a wooden stock similar to the sniper variant of the weapon.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:AS val rightside PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
File:AS Val leftside PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Give me the proper names for the guns and i'll put it up on the PD2 article.&lt;br /&gt;
:It's Kel-tec Sub2000, and another user already added it yesterday. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:50, 26 June 2015 (EDT)&lt;br /&gt;
::Well that was quick. But the other gun, is it a AS val?&lt;br /&gt;
:::Yes, it is an AS Val, can be modded to resemble the VSS Vintorez. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 17:02, 26 June 2015 (EDT)&lt;br /&gt;
::::Alright.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:11, 26 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Reformatting ==&lt;br /&gt;
&lt;br /&gt;
This page REALLY needs someone to reformat it. It has around 3 different formatting styles on it as well as an abundance of links and some empty entries. As I said earlier with this topic, I think we should let AVK reformat and redo this page. His additions are really good, rather funny and would cut the size of the article down by quite a substantial bit as it would eliminate all the seperate sections for guns that only exist if you mod one of the base weapons. (The Mosin Nagant section is a prime example of that). I know my word doesn't mean much in the eyes of the higher-ups, but I'm being real here, this page NEEDS reformatting. --[[User:PaperCake|PaperCake]] 02:07, 7 July 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gage Ninja Pack ==&lt;br /&gt;
&lt;br /&gt;
Now that everyone's favorite money hoarding gun launderer is back, Overkill added a new weapon pack to the game, titled the Ninja Pack.&lt;br /&gt;
http://www.overkillsoftware.com/games/ninjapack/&lt;br /&gt;
Obviously, it's based on melee, poisonous and throwing weapons, but there's already three projectile weapons confirmed, a crossbow, an TDI Vector, and a WA-2000, which I'm assuming it's a reference to Hitman 2, where the ninja snipers used customized versions of it.&lt;br /&gt;
&lt;br /&gt;
Also, a semiautomatic sniper rifle, freaking finally. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 17:15, 14 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Unless they decide to portray it as a bolt-action rifle for consistency. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:24, 14 July 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Jurassic_World&amp;diff=937388</id>
		<title>Jurassic World</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Jurassic_World&amp;diff=937388"/>
		<updated>2015-07-06T05:11:19Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: Undo revision 937387 by Votesmall (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{nowshowing}}&lt;br /&gt;
[[Image:JurassicW.jpg|thumb|right|300px|''Jurassic World (2015)'']]&lt;br /&gt;
 &lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Marlin Model 1895SBL==&lt;br /&gt;
Owen Grady ([[Chris Pratt]]) is seen carrying a [[Marlin Model 1895SBL]] lever-action rifle with stainless finish, a gray laminated wood stock and fitted with a scope as his personal rifle of choice in the film. The rifle's sling has some shell holders, which are correctly seen filled with big .45-70 Government soft-point rounds. &lt;br /&gt;
[[File:Marlin Model 1895SBL.jpg‎|thumb|none|450px|Marlin Model 1895SBL - .45-70]]&lt;br /&gt;
[[File:JurassicW 502.jpg|thumb|none|600px|Owen ([[Chris Pratt]]) is seen carrying what appears to be a [[Marlin Model 1895SBL]] fitted with a scope.]]&lt;br /&gt;
[[File:JurassicW 501.jpg|thumb|none|600px|Owen carries the rifle while examining a damaged gyrosphere.]]&lt;br /&gt;
[[File:JurassicW 504.jpg|thumb|none|600px|Owen has the rifle slung as Velociraptors run alongside.]]&lt;br /&gt;
[[Image:JW_Marlin1895.jpg|thumb|none|600px|Owen with his Marlin Model 1895SBL.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
Some of the InGen Security operatives throughout the movie can be seen with a [[Heckler &amp;amp; Koch HK416]]. In one notable scene, a mercenary is seen shooting down an escaped Dimorphodon with his HK416.&lt;br /&gt;
[[File:HK416 current.jpg|thumb|none|450px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk. 14 Mod 1 EBR==&lt;br /&gt;
One of the InGen Security operatives is armed with an [[M14 Rifle#Mk 14 Mod 0/1 Enhanced Battle Rifle |Mk. 14 Mod 1 EBR]].&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR with scope, Tango Down grip, Magpul CTR stock, vertical foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
== M16A2 ==&lt;br /&gt;
Costa Rican soldiers are seen outside a hangar with [[M16_rifle_series#M16A2_Rifle|M16A2]] rifles.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|M16A2 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The Generation 2 [[UTAS UTS-15]] shotgun is used by several of the park's ACU (Asset Containment Unit) troopers.&lt;br /&gt;
[[Image:UTS-15 Gen2.JPG|thumb|none|500px|Gen 2 UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[Image:JW_UTAS.jpg|thumb|none|600px|ACU trooper Miller (played by an uncredited actor) with his UTAS UTS-15.]]&lt;br /&gt;
[[File:JurassicW 513.jpg|thumb|none|600px|Miller fires his UTAS.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
Barry ([[Omar Sy]]) is seen wielding a [[Remington 870]] fitted with a laser sight and Mossberg ghost ring sights.&lt;br /&gt;
[[Image:Model870P 14inlg.jpg|thumb|none|500px|Remington 870 Police Entry - 12 gauge.]]&lt;br /&gt;
[[Image:JW_Marlin1895.jpg|thumb|none|600px|Barry with his Remington 870.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590==&lt;br /&gt;
An InGen security operative is armed with a [[Mossberg 590]].&lt;br /&gt;
[[image:Mossberg590.jpg|500px|thumb|none|A Mossberg 590 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Model 460==&lt;br /&gt;
Barry ([[Omar Sy]]) is seen wielding what appears to be a [[Smith &amp;amp; Wesson Model 460]], which he draws, but never uses, against velociraptors. It is noted as such by its big bore and enormous cylinder. At times, the revolver appears to be loaded with Jacketed Hollow Point bullets. &lt;br /&gt;
[[Image:S&amp;amp;WModel460V.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 460 XVR (Extreme Velocity Revolver) - .460 Smith &amp;amp; Wesson Magnum]]&lt;br /&gt;
[[Image:JW_Python.jpg|thumb|none|600px|Barry wielding the Smith &amp;amp; Wesson.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29 Revolver==&lt;br /&gt;
In an instructional video, Jimmy Fallon is shown using a [[Smith &amp;amp; Wesson Model 29]] revolver to demonstrate the impregnable glass of the park's gyrospheres.   He says in the video that the glass can stop a &amp;quot;.50 caliber bullet&amp;quot;.&lt;br /&gt;
[[File:Smith &amp;amp; Wesson Model 29-8.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 29]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch UMP==&lt;br /&gt;
An InGen Security officer fires a [[Heckler &amp;amp; Koch UMP]].&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|500px|Heckler &amp;amp; Koch UMP45 - .45 ACP.]]&lt;br /&gt;
[[Image:JW_UMP.jpg|thumb|none|600px|An InGen Security officer firing a Heckler &amp;amp; Koch UMP.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
A pintle-mounted [[GE M134 Minigun]] is used by an ACU gunner (Kevin Foster) to open fire on the ''Indominus rex''.  Owen specifically states the weapon as an &amp;quot;M134&amp;quot; in the film.&lt;br /&gt;
[[Image:GeneralElectricM134MinigunOriginalSpadeGripMount.jpg|thumb|none|400px|General Electric M134 with first pattern spade grip mount and crosshair sights. Note the lack of flash supressor and three disked barrel cluster.]]&lt;br /&gt;
[[Image:JW_Minigun.jpg|thumb|none|600px|The gunner readies his GE M134 Minigun.]]&lt;br /&gt;
[[File:JurassicW 512.jpg|thumb|none|600px|The gunner fires at the ''Indominus rex'' as it flees into the jungle.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M136 AT4 Missile Launcher==&lt;br /&gt;
An InGen Security operative fires an [[M136 AT4|M136 AT4 Missile Launcher]].&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|AT4 Anti-Tank recoilless launcher - 84mm.]]&lt;br /&gt;
[[Image:JW_AT4.jpg|thumb|none|600px|An InGen Security operative firing an AT4 missile launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Taser Rifle==&lt;br /&gt;
Several ACU troopers use what appears to be a taser-esque rifle. According to Owen, the tasers deliver 12 amps.&lt;br /&gt;
[[Image:JW_Taser_rifle.jpg|thumb|none|600px|Katashi Hamada ([[Brian Tee]]) leads his troopers while wielding the taser-rifle.]]&lt;br /&gt;
[[Image:JW_Taser_rifle1.jpg|thumb|none|300px|An image on the Masrani Global website shows an ACU trooper wielding the taser-rifle.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unknown Tranquilizer Rifle==&lt;br /&gt;
Owen Grady and Jurassic World security guards are seen wielding unknown tranquilizer rifles to fire at the escaped pterosaurs. Claire Dearing (Bryce Dallas Howard) also briefly uses one.&lt;br /&gt;
[[Image:JW Carbine.jpg|thumb|none|600px|Owen wielding the tranquilizer rifle.]]&lt;br /&gt;
[[Image:JW_Tranq.jpg|thumb|none|300px|The security guard on the right is holding the tranquilizer rifle.]]&lt;br /&gt;
&lt;br /&gt;
==CODA All-Purpose Net Gun==&lt;br /&gt;
ACU trooper Austin (Tom Bui) fires a net from a CODA Net Gun at the ''Indominus rex''.&lt;br /&gt;
[[Image:CODA_Net_Gun.jpg|thumb|none|450px|CODA All-Purpose Net Gun.]]&lt;br /&gt;
[[Image:JW_Netgun.jpg|thumb|none|600px|Austin fires a net at the ''Indominus rex''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jurassic Park}}&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Adventure Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Steven Spielberg]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=No_More_Room_In_Hell&amp;diff=936787</id>
		<title>No More Room In Hell</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=No_More_Room_In_Hell&amp;diff=936787"/>
		<updated>2015-07-04T04:50:15Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: how does a flare gun/bow holding &amp;quot;1+1&amp;quot; make sense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
'''''No More Room In Hell''''' is a mod for the Source engine, added to Steam on October 31, 2013 via the Greenlight system. The game is a &amp;quot;realistic&amp;quot; depiction of a zombie apocalypse, with up to eight players banding together to survive. Players have a limited, though recharging amount of stamina that is used up by sprinting, jumping, or using melee attacks. Players who are at low health will have less stamina and increasingly dull vision; Players near death will see in monochrome. Zombies can bite the players, which has a chance of fatally infecting them. Infection can be temporarily stopped by pills, but can only be ended by the rare Gene Therapy that usually only spawns in supply drops in Survival mode. Infected players will start to gradually see in blurrier vision until they die and rise again as a zombie.&lt;br /&gt;
&lt;br /&gt;
Weapons are all treated realistically: All closed-bolt weapons correctly track the chambered round, have different reloads for when empty, etc. Notably, unlike most games, empty shotguns will have the first shell loaded directly into the chamber. At any time, players can hold the reload key to do a check on their current magazine, in the event it has 15 rounds or less, the player will verbally state how much is in it (e.g., examining a shotgun with three shells would have them state something like &amp;quot;Three shots left&amp;quot;). If it has 16 or more, they will merely mention something like &amp;quot;Got a full mag&amp;quot; or &amp;quot;Gun's half-full.&amp;quot; Weapons and other items also have weight, and players can only carry so much. Unlike most games, ammunition itself will weigh on players, forcing them to only keep how much they think they need for their current weapons. All weapons and ammo boxes have real markings on them, such as using boxes of Remington shotgun shells.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears as the &amp;quot;M92FS&amp;quot; and can commonly be found in starting areas. Holds 15+1 rounds. Deals low damage to zombies&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_92FS_Idle.jpg|thumb|600px|none|The &amp;quot;M92FS&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_92FS_Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;M92FS&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH_92FS_Reload.jpg|thumb|600px|none|Reloading an empty &amp;quot;M92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911 Gold Cup National Match==&lt;br /&gt;
The [[M1911 pistol series#M1911A1|Colt M1911A1]] appears as the Colt M1911 Gold Cup National Match and has a higher power than the 92FS, though it and its ammunition are much harder to find. It can be rarely found in starting rooms and holds 7+1 rounds.&lt;br /&gt;
[[Image:ColtMKIV-Series-70-GCNM.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:NMRIH_M1911_Idle.jpg|thumb|600px|none|The Colt M1911 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_M1911_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M1911]]&lt;br /&gt;
[[Image:NMRIH_M1911_Reload.jpg|thumb|600px|none|Reloading the M1911]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 Gen 4==&lt;br /&gt;
A Generation 4 [[Glock 17]] appears simply as the &amp;quot;Glock 17&amp;quot; and is much harder to find than the 92FS, and appears with a tan frame and holds 17+1 rounds.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|350px|none|A 3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Idle.jpg|thumb|600px|none|The Glock 17 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Glock 17]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Reload.jpg|thumb|600px|none|Reloading the Glock 17]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] appears as the &amp;quot;S&amp;amp;W 686&amp;quot; and is an uncommon weapon, though much more common than the M1911 and Glock. It has much higher power than the other pistols, but only holds 6 rounds. When using ironsights, the weapon is used as a single-action revolver. Notably, attempting to fire the revolver when empty will result in the cylinder spinning forward rather than doing nothing as in most games.&lt;br /&gt;
[[Image:S%26WModel686.jpg|thumb|350px|none|The S&amp;amp;W Model 686 with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:NMRIH_SW686_Idle.jpg|thumb|600px|none|The S&amp;amp;W Model 686 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_SW686_Ammo.jpg|thumb|600px|none|Doing an ammo check on the S&amp;amp;W Model 686]]&lt;br /&gt;
[[Image:NMRIH_SW686_Empty.jpg|thumb|600px|none|Spinning the cylinder of an empty S&amp;amp;W 686]]&lt;br /&gt;
[[File:NMRIH_SW686_Reload.jpg|thumb|600px|none|Reloading the S&amp;amp;W 686]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears with a two-tone finish and holding 10+1 rounds. It is less common than the 92FS and has similar power against zombies.&lt;br /&gt;
[[Image:RugerMkIIIBlued.jpg|thumb|350px|none|Ruger Mk III pistol - .22LR]]&lt;br /&gt;
[[Image:NMRIHRugerPistol_Idle.jpg|thumb|600px|none|The Ruger Mk III in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIHRugerPistol_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Ruger Mk III]]&lt;br /&gt;
[[Image:NMRIH_RugerPistol_Reload.jpg|thumb|600px|none|Reloading the Ruger Mk III]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
The [[Orion Flare Gun]] appears simply as the &amp;quot;Flare Gun&amp;quot;. If fired into the sky on a Survival map, it will summon a military helicopter to drop supplies (this is not abusable as the helicopter will not drop more supplies until every single item from its previous drop has been used). Using the flare gun against Zombies can often kill several in a tightly packed group over a period of time however it will create flaming runners for all those that get too close.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|350px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIHFlareGun_Idle.jpg|thumb|600px|none|The Flare Gun in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_FlareGun_Reload.jpg|thumb|600px|none|Reloading the Flare Gun]]&lt;br /&gt;
&lt;br /&gt;
=Sub-machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A2|Heckler &amp;amp; Koch MP5A2]] appears as the &amp;quot;MP5A3&amp;quot; with a Navy trigger group and one of the two automatic weapons. It can fire in semi-automatic, burst, and full automatic, and holds 30+1 rounds of 9mm. &lt;br /&gt;
[[Image:H%26KMP5-N.jpg|thumb|350px|none|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Idle.jpg|thumb|600px|none|The &amp;quot;MP5A3&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Ammo.jpg|thumb|600px|none|Doing an ammo check with the &amp;quot;MP5A3&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Reload.jpg|thumb|600px|none|Reloading the &amp;quot;MP5A3&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears simply as the &amp;quot;M-10&amp;quot; and is one of the two automatic weapons. Prior to January 27/28 2014 it held 32+1 rounds, though now holds 30 and cannot gain another round in the chamber. Uses .45 ACP.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Idle.jpg|thumb|600px|none|The M-10 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M-10]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Reload.jpg|thumb|600px|none|Reloading the M-10]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Sako 85==&lt;br /&gt;
The [[Sako 85]] appears with a scope and makes a good sniper weapon. Fittingly, the map Broadway has a scripted spawn for one on the roof of the starting building for players to snipe the zombie horde below. Holds 5+1 rounds of .308 Winchester.&lt;br /&gt;
[[Image:SAKO-Hunter.jpg|thumb|350px|none|Sako 85 - .308 Winchester]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Idle.jpg|thumb|600px|none|The Sako 85 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Scope.jpg|thumb|600px|none|The view of the Sako 85's scope]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Sako 85]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Reload.jpg|thumb|600px|none|Reloading the Sako 85]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The uncommon [[Winchester Model 1892]] is chambered for .357 Magnum, and holds 15+1 rounds. It is either misnamed or misportrayed, since the actual 3D model of the gun is a [[Winchester Model 1873]] Rifle. When the gun is cocked in-game, the dust cover opens and closes automatically, but on an actual Model 1873, it would only open.&lt;br /&gt;
[[Image:Winchester1892Carbine.jpg|thumb|350px|none|Winchester Model 1892]]&lt;br /&gt;
[[Image:Winchester1873short.jpg|thumb|350px|none|Winchester Model 1873. Depicted above is the &amp;quot;Short Rifle&amp;quot; model, whereas the model in-game has the longer barrel]]&lt;br /&gt;
[[Image:NMRIH M1892 Idle.jpg|thumb|600px|none|The Winchester Model 1892 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M1892 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Model 1892]]&lt;br /&gt;
[[Image:NMRIH M1892 Reload.jpg|thumb|600px|none|Reloading the Winchester Model 1892]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS rifle|SKS]] appears with a bayonet and holds 10+1 rounds of 7.62x39mm. Currently, it is the only weapon with a unique melee attack rather than a generic shoving animation.&lt;br /&gt;
[[Image:Simonov-Russian-SKS45.jpg|thumb|350px|none|Russian SKS carbine - 7.62x39mm]]&lt;br /&gt;
[[Image:NMRIH SKS Idle.jpg|thumb|600px|none|The SKS in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SKS Ammo.jpg|thumb|600px|none|Doing an ammo check on the SKS]]&lt;br /&gt;
[[Image:NMRIH SKS Reload.jpg|thumb|600px|none|Reloading the SKS]]&lt;br /&gt;
[[Image:NMRIH SKS Melee.jpg|thumb|600px|none|Meleeing with the SKS bayonet]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears with a synthetic frame and nickel barrel, and holds 10+1 or 25+1 rounds of .22LR.  The 10/22 can appear with a 10-round rotary magazine or a 25-round BX-25 magazine.&lt;br /&gt;
[[Image:Ruger1022-black.jpg|thumb|350px|none|Ruger 10/22 with synthetic stock - .22LR]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Idle.jpg|thumb|600px|none|The Ruger 10/22 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Ruger 10/22 (10 round)]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Reload.jpg|thumb|600px|none|Reloading the Ruger 10/22 (10 round)]]&lt;br /&gt;
[[Image:Ruger 1022 BX NMRiH.jpg|thumb|600px|none|A 10/22 with a BX-25 magazine]]&lt;br /&gt;
&lt;br /&gt;
==SA Vz.58 assault rifle==&lt;br /&gt;
The [[SA Vz.58 assault rifle#SA vz. 58P|SA Vz. 58]] appears as the &amp;quot;CZ 858&amp;quot; and holds 30+1 rounds of 7.62x39mm. It fires in semi-automatic only.&lt;br /&gt;
[[Image:800px-Sa 58-JH01.jpg|thumb|350px|none|SA Vz. 58 - 7.62x39mm]]&lt;br /&gt;
[[Image:NMRIH CZ858 Idle.jpg|thumb|600px|none|The &amp;quot;CZ858&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH CZ858 Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;CZ858&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH CZ858 Reload.jpg|thumb|600px|none|Reloading the &amp;quot;CZ858&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16 rifle series#M16A4 Rifle|M16A4]] appears in two variants, both bearing [[FN Herstal]] markings. An M16A4 MWS variant appears with a ACOG and foregrip, while an M16A4 appears with carry handle. Along with the MP5A2, both variants can fire in semi-automatic and burst, and hold 30+1 rounds of 5.56x45mm. It is worth noting that unlike most Source games and mods, the M16A4 MWS scope actually shows the environment on the other side at all times, not just when aiming down it.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|350px|none|M16A4 with ACOG - 5.56x45mm]]&lt;br /&gt;
[[Image:NMRIH M16A4 Idle.jpg|thumb|600px|none|The M16A4 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M16A4 Ammo.jpg|thumb|600px|none|Doing an ammo check on the M16A4]]&lt;br /&gt;
[[Image:NMRIH M16A4 Reload.jpg|thumb|600px|none|Reloading the M16A4]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears as the only semi-automatic .308 rifle in the game. This is the only .308 rifle that has iron sights instead of a scope, and holds 20+1 of .308.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|350px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 1.jpg|thumb|600px|none|The FN FAL in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 2.jpg|thumb|600px|none|Doing an ammo check on the FN FAL]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 3.jpg|thumb|600px|none|Reloading the FN FAL]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700==&lt;br /&gt;
The [[Remington Model 700]] appears as the &amp;quot;JAE-700&amp;quot; with a JAE-700 body, and holding 10+1 of .308.&lt;br /&gt;
[[Image:Remington700JAE.jpg|thumb|350px|none|Remington Model 700 with JAE-700 body - .308 Winchester]]&lt;br /&gt;
[[Image:NMRiH JAE-700 1.jpg|thumb|600px|none|The &amp;quot;JAE-700&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRiH JAE-700 2.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;JAE-700&amp;quot;]]&lt;br /&gt;
[[Image:NMRiH JAE-700 3.jpg|thumb|600px|none|Reloading the &amp;quot;JAE-700&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Beretta Perennia SV10==&lt;br /&gt;
A double-barrel over-under shotgun named the Beretta Perennia SV10 appears, resembling the [[Beretta 682]]. Rather obviously, it holds two 12 Gauge shells.&lt;br /&gt;
[[Image:BM682.jpg|thumb|350px|none|Beretta 682 - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH SV10 Idle.jpg|thumb|600px|none|The &amp;quot;SV10&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SV10 Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;SV10&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH SV10 Reload.jpg|thumb|600px|none|Reloading the &amp;quot;SV10&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500A==&lt;br /&gt;
A [[Mossberg 500 series shotgun#Mossberg 500|Mossberg 500A]] appears, holding 5+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:Mossberg500fieldShotgun.jpg|thumb|350px|none|Mossberg 500A - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH M500 Idle.jpg|thumb|600px|none|The Mossberg 500A in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M500 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Mossberg 500A]]&lt;br /&gt;
[[Image:NMRIH M500 Pump.jpg|thumb|600px|none|Pumping the Mossberg 500A]]&lt;br /&gt;
[[Image:NMRIHM500 Reload.jpg|thumb|600px|none|Reloading the Mossberg 500A]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Super X3 Exhibition/Sporting==&lt;br /&gt;
The Winchester Super X3 shotgun appears, holding 5+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:Winchester_Super_X3.jpg|thumb|350px|none|Winchester Super X3 Exhibition/Sporting - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Idle.jpg|thumb|600px|none|The Winchester Super X3 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Super X3]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Reload.jpg|thumb|600px|none|Reloading an empty Winchester Super X3]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
A [[Remington Model 870]] shotgun appears with a extended magazine tube and a synthetic Speedfeed IV stock and pump, holding 8+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:Remington870BlackSynthetic.jpg|thumb|350px|none|Remington 870 with early style black synthetic riot foregrips and buttstock - 12 Gauge]]&lt;br /&gt;
[[Image:Model870P MAXlg.jpg|thumb|350px|none|Remington 870 Police with a Surefire dedicated forend weaponlight - 12 gauge.]]&lt;br /&gt;
[[Image:NMRIH R870 Idle.jpg|thumb|600px|none|The Remington 870 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH R870 Pump.jpg|thumb|600px|none|Pumping the Remington 870]]&lt;br /&gt;
[[Image:NMRIH R870 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Remington 870]]&lt;br /&gt;
[[Image:NMRIH R870 Reload.jpg|thumb|600px|none|Reloading the Remington 870]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears simply as the &amp;quot;Grenade&amp;quot; and is a rare item to find. It is ineffective at killing zombies, but can damage them in a very large radius.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|350px|none|M67 fragmentation grenade]]&lt;br /&gt;
[[Image:NMRIH M67 Idle.jpg|thumb|600px|none|The M67 grenade in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M67 Throw.jpg|thumb|600px|none|Pulling the pin on the M67 grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==PSE Deer Hunter Compound Bow==&lt;br /&gt;
A PSE Deer Hunter Compound Bow appears in the game. The scope can be used when drawn and aimed.&lt;br /&gt;
&lt;br /&gt;
[[Image:NMRiH Compound Bow Read.jpg|thumb|600px|none|The compound bow at the ready.]]&lt;br /&gt;
[[Image:NMRiH Compound Bow Drawn.jpg|thumb|600px|none|The compound bow drawn and aimed.]]&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;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=936765</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=936765"/>
		<updated>2015-07-04T01:42:15Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Thompson Submachine Gun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, front sight, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''Sam and Max: Freelance Police'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump. It fires 15% faster than the default Shotgun&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air (such as those knocked skyward by a hit from the Soldiers rocket launcher or the airblast from a Pyro's flamethrower). As another effect, the user will switch weapons 15% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a drum magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 50% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it used to draw from the same ammunition pool as the Pistol, Lugermorph, or Winger, which has been changed. Currently, the Shortstop has the effect of boosting all healing on the user by 20% while active, but increases knockback taken by 40%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will prevent the Scout from taking fall damage when held out, in addition to giving him 3 health per hit and making him take 20% extra damage&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with an [[MG15 machine gun|MG15]] style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 Gauge]]&lt;br /&gt;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping and when taking damage. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores up to 20 health per rocket fired, but only holds 3 rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. It holds one extra rocket and its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn and deals 10% less damage.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. This boost also restores Pyro to full health and reduces damage by 75% during the initial taunt. The weapon deals 10% less damage than the Flamethrower.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight, though it deals 25% less damage than the Flare Gun. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 50% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below. They also deal 35% less damage than the Flare Gun&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three (yes, three) grenades compared to the Grenade Launcher, but grenades deal 20% more damage to buildings only and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha gives the Heavy 20% damage resistance when fully spun-up&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon. To complement this, it also gives the Heavy a 20% damage resistance buff when fully spun-up&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 20% faster and has no spin-up sound, and has 20% less spread than the Minigun. It is the only weapon in the game depicted by default with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, but all the Sniper's weapons will deliver mini-crits for eight seconds after he kills an enemy with this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit when scoped will receive Jarate as well as damage, with the Jarate's duration depending on its charge. The Sydney Sleeper cannot inflict critical hits or headshots.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 50% longer to charge while zoomed, but every headshot kill decreases the charge by 25% to a maximum of six headshots. A shot to the body while scoped reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is disguised when they fire the shot (though firing while disguised will drop the disguise).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[File:ColtNickelDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=934500</id>
		<title>Talk:Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=934500"/>
		<updated>2015-06-26T21:02:34Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* New guns in yet another DLC pack. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started ==&lt;br /&gt;
Well I'm not the best at coding but I just wanted to get this page started. Anyone is free to help. --[[User:eelikay|eelikay]] 10:23, 2 August 2013 (CDT)&lt;br /&gt;
:Gimmie some time, I can get default screenshots for most every beta game. --[[User:Dannysaysnoo|Dannysaysnoo]] 00:34, 3 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Not a Heat reference==&lt;br /&gt;
&lt;br /&gt;
Just because the game has a 733, doesn't mean it's a reference to Heat. Also it isn't even using the curved 30 round magazine. It's like a badly rendered stretched 20 round mag like in COD Black Ops. Also Payday 2's 733 also has a modern M4 3rd gen stock and A2 rear sight while the 733 in Heat had a gen 2 stock and an A1 rear sight. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:17, 3 August 2013 (EDT)&lt;br /&gt;
:I guess they add the 20 round mag as a balancing thing. The stock and sight differences are odd, would that change the model? Also, I can't show you it yet, as the beta hasn't opened up that far, but it also seems like the game has the [[FN FNC]], if menu art is anything to go by. That is most certainly a Heat reference, and the developers have already stated it was an influence on the game. [[user:Dannysaysnoo|Dannysaysnoo]] 11:27, 3 August 2013 (GMT)&lt;br /&gt;
::It's really moot point since we're just robbing banks in a modern setting, so I'd use a more contemporary weapon than a design that's a bit dated. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:28, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The AUG is MASR STG ? ==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
AUG's Magazine is not original. Do This Made MASR ? Assuming this is MASR made​​ AUG ? - [[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 13:46, 3 August 2013 (JST)&lt;br /&gt;
:Looks like a Magpul PMAG, as for the rifle, it's not uncommon for game devs to model their guns off of airsoft or civilian versions of guns. So it could be a MASR STG instead of a true AUG, I don't know how to tell.--[[User:Crazycrankle|Crazycrankle]] ([[User talk:Crazycrankle|talk]]) 09:46, 3 August 2013 (EDT)&lt;br /&gt;
::Also the foregrip is the KAC vertical grip instead of the folding grip [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:29, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== All beta weapons added ==&lt;br /&gt;
&lt;br /&gt;
That's every single weapon from the beta capped, and added. [[user:Dannysaysnoo|Dannysaysnoo]] 17:27, 3 August 2013 (GMT)&lt;br /&gt;
:You can't access the P90 or HK416 in the beta? There are silhouettes for them on the second pages of primary and secondary weapons.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 17:28, 4 August 2013 (EDT)&lt;br /&gt;
::No, you can't. The level cap is 30. The only weapons not on the page are the FN FNC, at 33, the M16A2, at 39, A double barrel shotgun at 39, the P90 at 36, and the Deagle at 36. (Those are just guesses as to what they are. They might be slightly different once I see the 3D models. [[user:Dannysaysnoo|Dannysaysnoo]] 01:40, 4 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
I think we should use view mode for the majority of the screen shots. The models have more detail than thirdperson and you can see more of it than in first person&lt;br /&gt;
ex: http://imageshack.us/a/img203/7945/0tfc.jpg&lt;br /&gt;
(This is just a photo since I can't screenshot on a PS3 and don't have a computer version of the game)&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 17:31, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon Variants ==&lt;br /&gt;
&lt;br /&gt;
So I was thinking the gun customization in this game means a lot of guns have different variants that are worthy of article mention- here's what I've found:&lt;br /&gt;
&lt;br /&gt;
CAR-4 (M4A1- furniture mods can turn it into a LR300.&lt;br /&gt;
&lt;br /&gt;
UAR (AUG A2)- A3 forend mod.&lt;br /&gt;
&lt;br /&gt;
M308 (M14)- Jae 100 chassis, the EBR chassis is already shown in the article.&lt;br /&gt;
&lt;br /&gt;
Ak5- FNC handguard and Ak5C stock + forend, no ability to give it a proper &amp;quot;C&amp;quot; carbine barrel though.&lt;br /&gt;
&lt;br /&gt;
AMR-16 (M16A4)- can get the A1 handguard.&lt;br /&gt;
&lt;br /&gt;
Compact 5 (MP5)- the MP5K can be unlocked for use in addition to being used in the Sentry gun.&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:53, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
This ist LR 300 ??&lt;br /&gt;
[[File:Payday2 lr300 previu 1.jpg|thumb|none|600px|Lr300 ???]]&lt;br /&gt;
--[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 14:17, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree with mentioning this in the main article. I have also found that the Colt Model 733 is turned into a Colt Model 933 if attaching an optical sight. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 14:37, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
Article finished. Make any other screenshots? --[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 11:01, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Anyone know what rifle this is? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2SR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
This is the picture from the sniper asset you can buy on Watchdogs day 2. Anyone know what rifle he's carrying? Looks like a Remington 700 variant, but I'm having trouble identifying the specific model.--[[User:Lynx|Lynx]] ([[User talk:Lynx|talk]]) 12:09, 12 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DLC weapons ==&lt;br /&gt;
&lt;br /&gt;
A DLC has been released including 3 new guns and in two days another DLC will release adding yet another 3 new guns. So if anyone feels inclined to properly identify the real life models and add screenshots, I would appreciate it. I would do so myself but having played the game all my guns are heavily customized at this point. &lt;br /&gt;
&lt;br /&gt;
Armored Transport DLC includes a SIG 551-A1 SBR (From what I can tell, might be a different model), a Walther PPK and a Carl Gustav M/45 sub machine gun (Which is erroneously stated to be .45 cal on the DLC page).&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/armoredtransport/&lt;br /&gt;
&lt;br /&gt;
The DLC to be released will include a FN SCAR-H, a HK MP7 and a handgun I can't identify. &lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/gageweaponpack01/ &lt;br /&gt;
&lt;br /&gt;
- [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
The unidentified handgun seems to be a Sig Sauer P226.&lt;br /&gt;
&lt;br /&gt;
I've started uploading screenshots of the weapons in the first DLC. Won't be uploading any for the second pack, as I have no intent of buying it right now. Would appreciate it if someone wrote some&lt;br /&gt;
descriptions and correctly identify the Sig Sauer model. - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got both DLCs so I'll upload the screencap a when I get the chance. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 11:46, 28 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
The most recent update (Death Wish) added a new difficulty and in that difficulty, we have two more weapons featured in the hands of NPCs (The guns are currently unavailable to players). The guns being the HK UMP and the Benelli M4 (Which seems to be based on the H2O model, but with a solid instead of a telescoping stock). Both seen featured here:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=e8CMPB03-pw&amp;amp;feature=player_detailpage#t=45 - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
Another DLC pack incoming - 3 sniper rifles to add to the arsenal, all featured in this video: &lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=sNs9yQcc5ew&lt;br /&gt;
&lt;br /&gt;
Pictures and in-game names are scheduled to be revealed tomorrow. So far though, I've identified one of them as a Barret M95. [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
:Looks like the other two are the Blaser R93 LRS2 and a Remington 700 with verious chassis mods (wooden M40A5 and MSR, it looks like). Barret seems weirdly semi auto.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:24, 6 May 2014 (EDT)&lt;br /&gt;
&amp;quot;Barret seems weirdly semi auto.&amp;quot;. Well, it is a video game bolt action rifle. I think the limited FOV cuts off the actual bolt operation animation. If you look closely, you can see that the right hand isn't holding the grip after shooting (At about 26,5s in the video). --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 20:53, 6 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am very lazy. I apologize for that. Anyway, I uploaded inventory screenshots of the shotguns from the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 03:13, 4 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP5A2/A3/KN? ==&lt;br /&gt;
&lt;br /&gt;
Now, correct me if I'm wrong, but wouldn't the presence of a burst fire option in the selector make them MP5A4, A5, SD5, SD6 and KA4 respectively? --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:15, 8 June 2014 (EDT)&lt;br /&gt;
:Actually the texture is kinda goofed, the selector has no Safe option, it doesn't have a crossed out white bullet pictogram, instead it has a white Semi pictogram, so technically it has no Safe mode, it just has Semi/Burst/Auto. :\  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 00:24, 4 July 2014 (EDT)&lt;br /&gt;
[[File:PAYDAY2 weird MP5 fire selector.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
== Missed lots of guns, MP7, and FAL's pic, three new shotguns DLC which include Benelli M4 , STRIKER12, and KSG, anyone wants to work with me? ==&lt;br /&gt;
&lt;br /&gt;
I m newbie, so don't know too much about it.....&lt;br /&gt;
&lt;br /&gt;
== FN FNC ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard changes the AK5 to a FNC. Could someone in possession of the mod add it on please?&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 22:14, 21 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PSG-1 from Modded G3? ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that modding Gewehr 3 with DMR Kit, Precision foregrip, grip and stock will create a gun that heavily resembles H&amp;amp;K PSG-1, should it be included in the list?&lt;br /&gt;
and if so, under what category should it be in?, since the ridle is not a proper sniper rifle in game so to speak&lt;br /&gt;
&lt;br /&gt;
Here's the said rifle:&lt;br /&gt;
[[File:2014-10-05 00001.jpg|800px|thumb|none|alt text]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 00:50, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It looks like [[Heckler &amp;amp; Koch SR9TC]].&lt;br /&gt;
[[File:HKSR9TC.jpg|600px|thumb|none|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm. The TC version has the PSG buttstock as well as the trigger pack.]]&lt;br /&gt;
--[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 10:40, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It actually uses the original PSG-1 parts so it's not a SR9TC, even though, I'd say it's more a hybrid than other. --[[User:James Dalcan|James Dalcan]]&lt;br /&gt;
&lt;br /&gt;
:That gun is a total mongrel, it is no real G3 variant. Firstly, there is a paddle mag release which rules out the SR9 and PSG-1. The combination of a front sight post and the PSG style handguard might suggest an MSG90A1, however it has a plain barrel, the trigger pack is the original metal type rather than the polymer Navy type used on the MSG90, and the rear sight is a normal diopter rather than the one used on the MSG90. Technically, I would say that it is a G3 fitted with a PSG-1 handguard, butt and trigger shoe, and a plain heavy barrel (it is not the normal PSG-1 one though, it is too short).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That is exactly what it is in game, it's essentially G3 modded with PSG-1 parts (possible in reality or not aside), now the question is that is it worth mentioning somewhere in the main article or not, even as Modded variant and another gun itself. --[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 21:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== John Wick DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL released a new DLC based on [[John Wick]], which added John as a playable character, a Glock 26, three new accessories for the pistols, two new grips for the Glocks, and the ability the dual wield the Glock 26, the Operator, the Beretta 92 (a shout-out to Matrix, perhaps?) and the Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
They added another weapon, a SPAS 12, with it's own sets of mods and all.&lt;br /&gt;
&lt;br /&gt;
== Gage Historic Pack DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL is making a new weapon pack full of WWII era weapons. The weapons are, at least by my guess, to be a MG42, a Mauser C96, either a Sten gun or a Sterling, and a sniper version of the Mosin-Nagant. So apparently with the purchase of the pack, you get to murder cops with an 100 year old handgun. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
: http://overkillsoftware.com/gagehistoricalpack/ [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:18, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Well, I was close, the weapons in it are an MG42, named the Buzzsaw 42, a Sterling, named the Pratchett L2A1, the C96 is named the Broomstick, and the Mosin 91/30 is named the Mosin-Nagant. Even so, you get to murder cops with WWII-era weaponry. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
&lt;br /&gt;
== Chicago Typewriter ==&lt;br /&gt;
&lt;br /&gt;
A M1928 was added the game to celebrate two million people joining the PAYDAY Steam Group.&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/2million/&lt;br /&gt;
&lt;br /&gt;
Still haven't unlocked any mods since they're dropped in the Payday instead of being unlocked via achievements, but still, it's pretty neat. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 21:22, 4 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== L85 is upcoming , in Clover Character Dlc ==&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/games/thediamond/&lt;br /&gt;
&lt;br /&gt;
== The Bomb Heists DLC Weapons ==&lt;br /&gt;
The HS Produkt VHS-2 and HS Produkt HS2000 40SW model is added on The Bomb Heists DLC. Its named &amp;quot;Lion’s Roar rifle&amp;quot; and &amp;quot;LEO pistol&amp;quot;. --[[User:Seganamcofan|Seganamcofan]]&lt;br /&gt;
&lt;br /&gt;
It's an Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, actually. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 03:22, 26 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== XDM/HS2000 ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit perplexed by the XDM, since it has the serrations of a XDM, and yet they still went out of their way to label it HS. It appears that Springfield just markets the HS2000 in the US, everything is still manufactured in Croatia. Is there an international version of the XDM that HS sells? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:03, 1 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why do the images have the weapons' actual names in quotes? ==&lt;br /&gt;
&lt;br /&gt;
It seems kind of weird having image descriptions that state things like; 'The player holds the &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.' despite the fact that those are the actual names of the weapons. Wouldn't it be more fitting to say; 'The player holds the &amp;quot;CMP&amp;quot;.', or at least remove the quotes? The way that it's set up just really bothers me.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 00:38, 2 February 2015 (EST)&lt;br /&gt;
:It's standard practice to include the name of the actual weapon, and there's nothing wrong with having the alias in quotes. I see nothing wrong here. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:11, 2 February 2015 (EST)&lt;br /&gt;
:: Well, I gotta admit seeing the quoted weapon name on almost every in-game thumbnail does look a bit annoying, not to mention a wee bit redundant perhaps. But as said, there's nothing actually wrong with it. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:04, 2 February 2015 (EST)&lt;br /&gt;
::Oh, you mean in the captions. Yes, that's a bit annoying. I wouldn't object if someone took them out. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:44, 2 February 2015 (EST)&lt;br /&gt;
:::I think it's an artifact of Mateogala not really speaking English, he puts the in-game weapon name in quotes I guess because he saw a page where that was done with a fictional or hybrid weapon. If anyone's doing a find / replace for that, could they also swap &amp;quot;player&amp;quot; for &amp;quot;player character?&amp;quot; That one always bugs me, the player isn't the guy in the game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:55, 2 February 2015 (EST)&lt;br /&gt;
::::Yeah, I was referring to the captions, should've been a bit more concise. There's nothing inherently wrong with it, it's just ever so slightly bothersome to me personally. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 22:18, 3 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== We are getting a Minigun and AT4 ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=EWpeEe6qxHc    But one thing confuse me is in the video, it shows an AT4, but in store page, the introduction says it's RPG.&lt;br /&gt;
&lt;br /&gt;
== We are going to get a MAC 11 ==&lt;br /&gt;
&lt;br /&gt;
http://media.overkillsoftware.com/2015/02/hlm2_jacket_gun_screen.png    &lt;br /&gt;
&lt;br /&gt;
Unlock it through purchase Hotline Miami 2 digital pack on March 10.&lt;br /&gt;
&lt;br /&gt;
It's a MAC 11, right?&lt;br /&gt;
&lt;br /&gt;
Looks more like a Cobray M11/9. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:07, 25 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== OVERKILL DLC ==&lt;br /&gt;
&lt;br /&gt;
The weapons have been announced for the DLC. They are a handheld M134 Minigun and an RPG-7. This is gonna be fun. [[User:PaperCake|PaperCake]] 12:29, 6 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== M134 Barrels ==&lt;br /&gt;
&lt;br /&gt;
The article mentions that they don't move, but they actually do, at least with the short and Vulcan-esque barrels. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:21, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Okay, I just checked, the default and Aerial Assault barrel definitely move, but I'm still not sure about the short ones, I have no money in game at the moment, so I can't check right now. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:40, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
I just read a lot of people saying they didn't spin on the forums and reddit, I didn't actually check myself. I just watched a video and they were spinning in first person, so maybe they just don't spin in 3rd person or maybe those people were wrong. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:25, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
After some testing, I managed to find out that if your game is running at 30, 60 or 120 FPS the barrels appear to not rotate due to the monitor not being able to actually register the spin before it refreshes. In 45, 50, 75, and 135 the barrel jumps around, but some rotation can be seen. So in conclusion, yeah, they do spin. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:01, 8 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you know if the 3rd person model spins as well? [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:44, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=_hS6h4NTd3w&amp;amp;feature=youtu.be  --[[User:Mateogala|Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr]] ([[User talk:Mateogala|talk]]) 17:26, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have a feeling this might be the same optical illusion that causes car wheels to stop spinning or rotate backwards: if the barrels are in the same position every time the screen refreshes, the minigun will appear to not be turning even though it actually is. The reason it appears to be totally stopped is the lack of motion blur on them, I think. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:33, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If I knew how to record at around 600-1200 FPS (Which can be done) I could make a video showing the barrels rotating. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:00, 9 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've seen videos of first person showing them spinning (I don't have enough to buy the weapon myself yet.) What I'm asking is if the 3rd person model spins as well. Payday 2 (like lots of games) has separate models for first person and 3rd person, the 3rd person models are significantly lower quality and the animations for them are less precise (look at this mod that replaced the 3rd person models with the 1st person ones to see https://steamcommunity.com/app/218620/discussions/15/558754900072790886). The only person I saw using the minigun ingame only had it for a few seconds and I didn't get a chance to see if the barrels spun in 3rd person. Regardless I removed the part about them not spinning, but may add a note if they don't spin in 3rd person. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 13:16, 9 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==P30L?==&lt;br /&gt;
I'm thinking of buying this game since it's on sale on Steam (along with it's ludicrous amount of DLC). BUT, didn't Overkill really add H&amp;amp;K P30Ls with the John Wick update? I was kinda hoping I'd see them in the game. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:10, 10 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
They added a Glock 26 (Chimano Compact) with John Wick as his signature gun. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 10:03, 10 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
There isn't a P30L in the game, but there are pistols in the game that you can mod to look similar to it, like the USP (Interceptor .45 in game) with either the Facepunch Compensator or the Match slide, the Signature .40 (SIG P226) modified with the Facepunch compensator also looks similar, then the Chimano Custom (Glock 22C) kinda sorta but not really looks like it with the Facepunch again.  But your best bet would be the Interceptor .45[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 22:34, 12 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I got the game a couple of days ago. I'm fine with the USP Expert, but they are not the same as P30Ls. Oh, and I've never been a fan of modifying my weapons in games, and I haven't modified the Expert yet. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 04:53, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Modifying most of your guns to be useful is a pretty key feature in PayDay 2. Most of the weapons are not at their highest capability stock, and some of them are even detrimental as so. It does suck at times, because you often have to make your gun look ridiculously stupid in order for it to be useful, but that's just the way the game works. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 06:49, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I know, right. I've played the first one, which honestly felt a bit frustrating at times (partially because every enemy took almost 15+ rounds to kill depending on the weapon), and the Payday 2 beta. This one is less frustrating. I'm currently using the SCAR-H and the Expert, or the 1911, 'cause they take only a couple of shots to kill the enemies (well, cops, let's be honest) even without any modifications. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 07:31, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Over-Under Shotgun ==&lt;br /&gt;
&lt;br /&gt;
[[File:PD2-OU-Side.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:PD2-OU-Front.jpg|thumb|500px|none]]&lt;br /&gt;
&lt;br /&gt;
Introduced with (free) Bonnie character pack March 13th. A 12 Gauge Over-Under. Anyone know what kind? I think a Beretta, but not sure.[[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 20:28, 16 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Beretta 682 Gold E. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 20:53, 16 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Looks like a Beretta S3 O/U and CZ Redhead Deluxe O/U hybrid so I added it as such. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:39, 19 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butcher Mod pack ==&lt;br /&gt;
&lt;br /&gt;
There's new mods for most of the old weapons (And a stealth mod for the saw, thank God), the new lower reciever for the AUG turns it into a EF88, the CQC barrel for the Ak 5 turns it to an Ak 5c and I haven't bought them yet, but there's mods for both the MP5 (An straight magazine that rechambers it to 10mm), and a barrel jacket and suppressor for the P90. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:04, 19 March 2015 (EDT)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Payday_2_EF88_left.jpg|Left side.&lt;br /&gt;
File:Payday_2_EF88_right.jpg|Right side.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Oh, and Big Boss' M1911's suppressor for Metal Gear Solid 3 was added. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:16, 19 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AA12, M32 grenade launcher is coming soon ==&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/games/bbq/&lt;br /&gt;
&lt;br /&gt;
Don't know what the Flamethrower is, looks cool&lt;br /&gt;
&lt;br /&gt;
In the very articulate words of Hiimdaisy's rendition of Yosuke from Persona 4: &amp;quot;Dude, dude, dude, duuude[...]&amp;quot; Also, the flamethrower is a prop made by the special effects artist of the studio where Overkill recorded this and the Overkill Pack trailer. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:17, 27 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animation update ==&lt;br /&gt;
&lt;br /&gt;
Not only did they add new animations for practically everything, the P90, G36, AUG and the Expert Mag have bullets that are removed when you fire them. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:52, 16 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchers Western Pack &amp;amp; Butchers BBQ Pack ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Make your bullets count with the Peacemaker .45 Revolver where six bullets is enough to see six helmets fly. For those who need a few bullets more there is the Repeater 1874 Sniper Rifle. The Plainsrider Bow if you need no bullets at all. An arrow kills and doesn't make a sound. Unless you attach a pack of dynamite to it, which you can. The dynamite also comes as a throwable so you don't need to go through the potential hassle of having a bow. Ride off into the sunset with four new masks, patterns and achievements. Giddy up!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The revolver appears to be the Colt Single Action Army and the lever action rifle appears to be based on the Winchester Model 1894.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;• Piglet Grenade Launcher, 12G Steakout Shotgun &lt;br /&gt;
• Did we mention the Flamethrower Mk.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Piglet Grenade Launcher is the M32 MGL, the Steakout 12G is the AA-12 (though the Ithica Stakeout would have been more suitable, no?) and the &lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 03:30, 9 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
--flamethrower is entirely fictional. Based off of the prop used in the BBQ Pack trailer. And the rifle is actually based on the [[Winchester Model 1873]]. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:00, 9 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alesso heist ==&lt;br /&gt;
&lt;br /&gt;
So far, there's only one weapon added, a Mateba 2006 which, probably intentionally, is called Matever, like in the English translation of Ghost in the Shell. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 22:37, 20 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== My word this is a huge article ==&lt;br /&gt;
&lt;br /&gt;
There's room to pack it down. Given the unholy assload of guns and variants and combinations that's not going to get any shorter, I think it'd be a good idea to arrange the guns not in absolute alphabetical order, but rather ordered, bunched and combined according to the game's own lists - the article for [[Far Cry 2]] already shows it works. The screenshots can also show off and tell much more with a way smaller amount of images, not to mention cutting out the HUD crap and bringing them up to date with the animation overhaul.&lt;br /&gt;
&lt;br /&gt;
I've redone the AMCAR (Colt Model 733) and AK5 (Bofors Ak 5, FN Herstal FNC) sections in the way I mean, although I'd still double-stack all those thumbnails. Let me know if this doesn't fly. --[[User:AVK|AVK]] ([[User talk:AVK|talk]]) 16:38, 16 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:While a change like that would be drastic, maybe removing all those screenshots and sub-articles about guns (like how the Mosin-Nagant can be modified into the carbine and sniper version) and just have &amp;quot;here is gun X&amp;quot; a few screenshots of that gun, and then some text saying &amp;quot;Gun X can be modified into gun Y and Z&amp;quot; Doing that would save a lot of space and time.&lt;br /&gt;
&lt;br /&gt;
::I think you're right, blowing up the main index can wait and see. I don't know how austere you're aiming for with the subtypes, though. There's tons of trivia and other stuff to tell and the subtypes/showcase of minor mods can all be packed into the screenshots showing off the unique stuff like reloads and sight pictures. The AK5 pileup is a good indicator of what I'm going for (and I mean to stay the course for now), but that can always be stripped down further if it's still too heavy a read. --[[User:AVK|AVK]]&lt;br /&gt;
&lt;br /&gt;
::: I also think we should remove the &amp;quot;modified versions of {gun modified to look like a variant of the gun)&amp;quot;, because, Jesus Christ, it's already modified. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 14:24, 17 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::What you did with the Ak5 was really good AVK. Maybe the entire article should be restructured in that style? I'm not the one to decided but it would be a good idea.&lt;br /&gt;
:::::I don't really see why having a long page is that big of an issue if there indeed that many guns in the game. Unless users are having issues loading the page, and AFAIK no one is, then there's no point worrying about it. And why would the FNC be under the Ak5? Isn't the Ak5 a variant of the FNC and not the other way around? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 17:55, 17 June 2015 (EDT)&lt;br /&gt;
:::::: The Ak5 is the base weapon unlocked in game, which can be modified into a suedoFNC with attachments. I think the page should be cleaned up in the above manner.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:12, 17 June 2015 (EDT)&lt;br /&gt;
::::::: If I can put my  two cents into this, I like the way that AVK has structured the AK5 and AMCAR sections, it is both nice to read, injects some humor into the page and is much more nicer than having ten pictures per entry detailing everything about the weapon. I say restructure the article. --[[User:PaperCake|PaperCake]] 19:48, 17 June 2015 (EST)&lt;br /&gt;
::::::::Lose the right justification on the weapon image. We don't have that anywhere else on the site, and there's no reason to start now. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 20:02, 17 June 2015 (EDT)&lt;br /&gt;
:::::::::It's an exception, but so is the bizarre imaginary halfbreed end result itself - hence it being listed after all the relevant Ak 5 stuff. The placement follows the game's logic and considering the spiritual status of the gun (major role in Heat), it doesn't deserve to be smooshed down into a sidenote in the captions either. It may be a breach of order, but I think that's the way it makes the most sense. --[[User:AVK|AVK]] ([[User talk:AVK|talk]]) 13:53, 18 June 2015 (EDT)&lt;br /&gt;
:::::::::Wait no you were talking about the formatting. Works for me. --[[User:AVK|AVK]]&lt;br /&gt;
&lt;br /&gt;
== New guns in yet another DLC pack.  ==&lt;br /&gt;
&lt;br /&gt;
Alright, two new DLC'ssss came out yesterday (date: 25-6-15) The gold grin casino heist adds this new gun called the Cavity 9mm (referencing The Dentist contractor in game)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cavity 9mm payday2.jpeg|thumb|none|600px|]]&lt;br /&gt;
File:Cavity 9mm ditto payday2.jpg|thumb|none|600px|]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what is this gun based of? I think it might be a Kel-Tec weapon but im not sure.&lt;br /&gt;
&lt;br /&gt;
Also the AS Val (i think, correct me if im wrong) was added with the Sokol character DLC. Sokol is some russian hockey dude. Really, the gun is what im hear for. It is possible to modify the gun with a wooden stock similar to the sniper variant of the weapon.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:AS val rightside PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
File:AS Val leftside PD2.jpg|thumb|none|600px|]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Give me the proper names for the guns and i'll put it up on the PD2 article.&lt;br /&gt;
:It's Kel-tec Sub2000, and another user already added it yesterday. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:50, 26 June 2015 (EDT)&lt;br /&gt;
::Well that was quick. But the other gun, is it a AS val?&lt;br /&gt;
:::Yes, it is an AS Val, can be modded to resemble the VSS Vintorez. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 17:02, 26 June 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Smith_%26_Wesson_Model_642&amp;diff=934254</id>
		<title>Smith &amp; Wesson Model 642</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Smith_%26_Wesson_Model_642&amp;diff=934254"/>
		<updated>2015-06-25T20:27:30Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:S&amp;amp;W642Airweight.jpg|thumb|right|400px|Smith &amp;amp; Wesson Model 642 Airweight Snub nose revolver chambered in .38 Special]]&lt;br /&gt;
The '''Model 642''' is built on Smith &amp;amp; Wessons's &amp;quot;J-Frame&amp;quot;. It is part of the now defunct &amp;quot;Centennial&amp;quot; line of revolvers that were introduced in 1952 to mark the 100 year anniversary of Smith &amp;amp; Wesson. Because of its place in the Centennial line, this gun is also known as the &amp;quot;S&amp;amp;W Model 642 Centennial&amp;quot;. Recently, Smith &amp;amp; Wesson dropped the centennial line (their centennial was over 50 years ago) but continues to produce this gun as simply the Model 642.&lt;br /&gt;
&lt;br /&gt;
The Centennial line took concepts from the [[Smith &amp;amp; Wesson Safety Hammerless]], mainly the DAO, hammerless design. &lt;br /&gt;
&lt;br /&gt;
The gun was constructed entirely of stainless steel until 1995 when it was switched to aluminum and designated &amp;quot;airweight&amp;quot;. For this reason the gun is also sometimes refereed to as the &amp;quot;S&amp;amp;W Model 642 Airweight&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1952 - Present)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Revolver&lt;br /&gt;
&lt;br /&gt;
* '''Caliber(s):''' .38 Special&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 0.94 lbs (0.425 kg)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 6.31&amp;quot; (16.0 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length:''' 1.87&amp;quot; (4.8 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:''' 5 Round Cylinder&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' DAO&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
'''The S&amp;amp;W Model 642 has been used by the following actors in the following movies:'''&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Extreme Justice]]''|| ||A getaway driver|| ||1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Firm]]'' || [[Wilford Brimley]] || William Devasher || || 1993&lt;br /&gt;
|-&lt;br /&gt;
|''[[Last Man Standing (1995)]]'' || [[Steve Eastin]] || Lt. Darnell Seagrove || || 1995&lt;br /&gt;
|-&lt;br /&gt;
|''[[Road Ends]]''|| [[Mariel Hemingway]] || Kat || || 1997&lt;br /&gt;
|-&lt;br /&gt;
|''[[Limey, The|The Limey]]''||[[Nicky Katt]]||Stacy the Hitman|| ||1999&lt;br /&gt;
|-&lt;br /&gt;
|''[[Liberty Stands Still]]''||[[Wesley Snipes]]||&amp;quot;Joe&amp;quot;/Alex|| ||2002&lt;br /&gt;
|-&lt;br /&gt;
|''[[Cradle 2 the Grave]]''|| ||A thug|| ||2003&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deja Vu]]'' || [[Denzel Washington]] ||  ATF Agent Doug Carlin || || 2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Smokin' Aces]]''||[[Alicia Keys]]||Georgia Sykes|| ||2007&lt;br /&gt;
|-&lt;br /&gt;
|''[[Guardian Angel (Schutzengel)]]''||[[Tim Wilde]]||Nicholas||kept in ankle holster||2012&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Show Title '''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;400&amp;quot;|'''Note/ Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Sopranos]]'' || ||Carjacker||&amp;quot;Commendatori&amp;quot; (S2E04) || &lt;br /&gt;
|-&lt;br /&gt;
|''[[The Shield]]''|| ||Danni Sofer|| ||2002-2008&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hawaii Five-0 (2010) - Season 2|Hawaii Five-0]]'' || || ||&amp;quot;Ka Hakaka Maikai&amp;quot; (S2E06) ||2011-2012&lt;br /&gt;
|-&lt;br /&gt;
|''[[Revolution (TV Series)|Revolution]]''  ||[[Elizabeth Mitchell]] ||Rachel Matheson || &amp;quot;The Love Boat&amp;quot; (S1E16)||2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[Burn Notice - Season 7|Burn Notice]]'' ||[[Gabrielle Anwar]] || Fiona Glenanne || &amp;quot;Forget Me Not&amp;quot; (S7E02)||2013&lt;br /&gt;
|-&lt;br /&gt;
|''[[NCIS: New Orleans - Season 1|NCIS: New Orleans]]'' ||[[Callie Thorne]] || Sasha Broussard || &amp;quot;More Now&amp;quot; (S01E17) || 2015&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[Smith &amp;amp; Wesson]] - A list of all weapons produced by Smith &amp;amp; Wesson&lt;br /&gt;
* [[Smith &amp;amp; Wesson Model 442]] - Another member of the original &amp;quot;Centennial&amp;quot; line.&lt;br /&gt;
* [[Smith &amp;amp; Wesson Model 640]] - Another member of the original &amp;quot;Centennial&amp;quot; line. &lt;br /&gt;
&lt;br /&gt;
[[Category:Gun|Smith &amp;amp; Wesson Model 642]]&lt;br /&gt;
[[Category:Revolver]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=No_More_Room_In_Hell&amp;diff=934248</id>
		<title>No More Room In Hell</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=No_More_Room_In_Hell&amp;diff=934248"/>
		<updated>2015-06-25T20:14:19Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Ruger 10/22 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
'''''No More Room In Hell''''' is a mod for the Source engine, added to Steam on October 31, 2013 via the Greenlight system. The game is a &amp;quot;realistic&amp;quot; depiction of a zombie apocalypse, with up to eight players banding together to survive. Players have a limited, though recharging amount of stamina that is used up by sprinting, jumping, or using melee attacks. Players who are at low health will have less stamina and blurred vision. Zombies can bite the players, which has a chance of fatally infecting them. Infection can be temporarily stopped by pills, but can never be ended. Infected players will start to gradually see in blurrier vision until they die and rise again as a zombie.&lt;br /&gt;
&lt;br /&gt;
Weapons are all treated realistically: All closed-bolt weapons correctly track the chambered round, have different reloads for when empty, etc. Notably, unlike most games, empty shotguns will have the first shell loaded directly into the chamber. At any time, players can hold the reload key to do a check on their current magazine, in the event it has 15 rounds or less, the player will verbally state how much is in it (e.g., examining a shotgun with three shells would have them state something like &amp;quot;Three shots left&amp;quot;). If it has 16 or more, they will merely mention something like &amp;quot;Got a full mag&amp;quot; or &amp;quot;Gun's half-full.&amp;quot; Weapons and other items also have weight, and players can only carry so much. Unlike most games, ammunition itself will weigh on players, forcing them to only keep how much they think they need for their current weapons. All weapons and ammo boxes have real markings on them, such as using boxes of Remington shotgun shells.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears as the &amp;quot;M92FS&amp;quot; and can commonly be found in starting areas. Holds 15+1 rounds. Deals low damage to zombies&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_92FS_Idle.jpg|thumb|600px|none|The &amp;quot;M92FS&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_92FS_Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;M92FS&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH_92FS_Reload.jpg|thumb|600px|none|Reloading an empty &amp;quot;M92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911 Gold Cup National Match==&lt;br /&gt;
The [[M1911 pistol series#M1911A1|Colt M1911A1]] appears as the Colt M1911 Gold Cup National Match and has a higher power than the 92FS, though it and its ammunition are much harder to find. It can be rarely found in starting rooms and holds 7+1 rounds.&lt;br /&gt;
[[Image:ColtMKIV-Series-70-GCNM.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:NMRIH_M1911_Idle.jpg|thumb|600px|none|The Colt M1911 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_M1911_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M1911]]&lt;br /&gt;
[[Image:NMRIH_M1911_Reload.jpg|thumb|600px|none|Reloading the M1911]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 Gen 4==&lt;br /&gt;
A Generation 4 [[Glock 17]] appears simply as the &amp;quot;Glock 17&amp;quot; and is much harder to find than the 92FS, and appears with a tan frame and holds 17+1 rounds.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|350px|none|A 3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Idle.jpg|thumb|600px|none|The Glock 17 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Glock 17]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Reload.jpg|thumb|600px|none|Reloading the Glock 17]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] appears as the &amp;quot;S&amp;amp;W 686&amp;quot; and is an uncommon weapon, though much more common than the M1911 and Glock. It has much higher power than the other pistols, but only holds 6 rounds. When using ironsights, the weapon is used as a single-action revolver. Notably, attempting to fire the revolver when empty will result in the cylinder spinning forward rather than doing nothing as in most games.&lt;br /&gt;
[[Image:S%26WModel686.jpg|thumb|350px|none|The S&amp;amp;W Model 686 with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:NMRIH_SW686_Idle.jpg|thumb|600px|none|The S&amp;amp;W Model 686 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_SW686_Ammo.jpg|thumb|600px|none|Doing an ammo check on the S&amp;amp;W Model 686]]&lt;br /&gt;
[[Image:NMRIH_SW686_Empty.jpg|thumb|600px|none|Spinning the cylinder of an empty S&amp;amp;W 686]]&lt;br /&gt;
[[File:NMRIH_SW686_Reload.jpg|thumb|600px|none|Reloading the S&amp;amp;W 686]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears with a two-tone finish and holding 10+1 rounds. It is less common than the 92FS and has similar power against zombies.&lt;br /&gt;
[[Image:RugerMkIIIBlued.jpg|thumb|350px|none|Ruger Mk III pistol - .22LR]]&lt;br /&gt;
[[Image:NMRIHRugerPistol_Idle.jpg|thumb|600px|none|The Ruger Mk III in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIHRugerPistol_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Ruger Mk III]]&lt;br /&gt;
[[Image:NMRIH_RugerPistol_Reload.jpg|thumb|600px|none|Reloading the Ruger Mk III]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
The [[Orion Flare Gun]] appears simply as the &amp;quot;Flare Gun.&amp;quot; If fired into the sky on a Survival map, it will summon a military helicopter to drop supplies (this is not abusable as the helicopter will not drop more supplies until every single item from its previous drop has been used). Using the flare gun against Zombies can often kill several in a tightly packed group over a period of time however it will create flaming runners for all those that get too close.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|350px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIHFlareGun_Idle.jpg|thumb|600px|none|The Flare Gun in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_FlareGun_Reload.jpg|thumb|600px|none|Reloading the Flare Gun]]&lt;br /&gt;
&lt;br /&gt;
=Sub-machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A2|Heckler &amp;amp; Koch MP5A2]] appears as the &amp;quot;MP5A3&amp;quot; as one of the only two automatic weapons, and holds 30+1 rounds. It also has a Navy trigger group.&lt;br /&gt;
[[Image:H%26KMP5-N.jpg|thumb|350px|none|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Idle.jpg|thumb|600px|none|The &amp;quot;MP5A3&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Ammo.jpg|thumb|600px|none|Doing an ammo check with the &amp;quot;MP5A3&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Reload.jpg|thumb|600px|none|Reloading the &amp;quot;MP5A3&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears simply as the &amp;quot;M-10&amp;quot; and is one of the other two automatic weapons. Prior to January 27/28 2014 it held 32+1 rounds, though now holds 30 and cannot gain another round in the chamber. Uses .45 ACP.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Idle.jpg|thumb|600px|none|The M-10 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M-10]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Reload.jpg|thumb|600px|none|Reloading the M-10]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Sako 85==&lt;br /&gt;
The [[Sako 85]] appears with a scope and makes a good sniper weapon. Fittingly, the map Broadway has a scripted spawn for one on the roof of the starting building for players to snipe the zombie horde below. Holds 5+1 rounds of .308 Winchester.&lt;br /&gt;
[[Image:SAKO-Hunter.jpg|thumb|350px|none|Sako 85 - .308 Winchester]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Idle.jpg|thumb|600px|none|The Sako 85 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Scope.jpg|thumb|600px|none|The view of the Sako 85's scope]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Sako 85]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Reload.jpg|thumb|600px|none|Reloading the Sako 85]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The uncommon [[Winchester Model 1892]] is chambered for .357 Magnum, and holds 15+1 rounds. It is either misnamed or misportrayed, since the actual 3D model of the gun is a [[Winchester Model 1873]] Rifle. When the gun is cocked in-game, the dust cover opens and closes automatically, but on an actual Model 1873, it would only open.&lt;br /&gt;
[[Image:Winchester1892Carbine.jpg|thumb|350px|none|Winchester Model 1892]]&lt;br /&gt;
[[Image:Winchester1873short.jpg|thumb|350px|none|Winchester Model 1873. Depicted above is the &amp;quot;Short Rifle&amp;quot; model, whereas the model in-game has the longer barrel]]&lt;br /&gt;
[[Image:NMRIH M1892 Idle.jpg|thumb|600px|none|The Winchester Model 1892 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M1892 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Model 1892]]&lt;br /&gt;
[[Image:NMRIH M1892 Reload.jpg|thumb|600px|none|Reloading the Winchester Model 1892]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS rifle|SKS]] appears with a bayonet and holds 10+1 rounds of 7.62x39mm. Currently, it is the only weapon with a unique melee attack rather than a generic shoving animation.&lt;br /&gt;
[[Image:Simonov-Russian-SKS45.jpg|thumb|350px|none|Russian SKS carbine - 7.62x39mm]]&lt;br /&gt;
[[Image:NMRIH SKS Idle.jpg|thumb|600px|none|The SKS in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SKS Ammo.jpg|thumb|600px|none|Doing an ammo check on the SKS]]&lt;br /&gt;
[[Image:NMRIH SKS Reload.jpg|thumb|600px|none|Reloading the SKS]]&lt;br /&gt;
[[Image:NMRIH SKS Melee.jpg|thumb|600px|none|Meleeing with the SKS bayonet]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears with a synthetic frame and nickel barrel, and holds 10+1 or 25+1 rounds of .22LR.  The 10/22 can appear with a 10-round rotary magazine or a 25-round BX-25 magazine.&lt;br /&gt;
[[Image:Ruger1022-black.jpg|thumb|350px|none|Ruger 10/22 with synthetic stock - .22LR]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Idle.jpg|thumb|600px|none|The Ruger 10/22 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Ruger 10/22 (10 round)]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Reload.jpg|thumb|600px|none|Reloading the Ruger 10/22 (10 round)]]&lt;br /&gt;
[[Image:Ruger 1022 BX NMRiH.jpg|thumb|600px|none|A 10/22 with a BX-25 magazine]]&lt;br /&gt;
&lt;br /&gt;
==SA Vz.58 assault rifle==&lt;br /&gt;
The [[SA Vz.58 assault rifle#SA vz. 58P|SA Vz. 58]] appears as the &amp;quot;CZ 858&amp;quot; and holds 30+1 rounds of 7.62x39mm. It fires in semi-automatic only.&lt;br /&gt;
[[Image:800px-Sa 58-JH01.jpg|thumb|350px|none|SA Vz. 58 - 7.62x39mm]]&lt;br /&gt;
[[Image:NMRIH CZ858 Idle.jpg|thumb|600px|none|The &amp;quot;CZ858&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH CZ858 Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;CZ858&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH CZ858 Reload.jpg|thumb|600px|none|Reloading the &amp;quot;CZ858&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16 rifle series#M16A4 Rifle|M16A4]] appears, bearing [[FN Herstal]] markings. It comes with an ACOG and foregrip and fires in semi-automatic only and holds 30+1 rounds of 5.56x45mm. It is worth noting that unlike most Source games and mods, the scope on the M16A4 actually shows the environment on the other side at all times, not just when aiming down it.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|350px|none|M16A4 with ACOG - 5.56x45mm]]&lt;br /&gt;
[[Image:NMRIH M16A4 Idle.jpg|thumb|600px|none|The M16A4 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M16A4 Ammo.jpg|thumb|600px|none|Doing an ammo check on the M16A4]]&lt;br /&gt;
[[Image:NMRIH M16A4 Reload.jpg|thumb|600px|none|Reloading the M16A4]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears as the only semi-automatic .308 rifle in the game. It also has a capacity higher than the other .308 rifles with 20+1, but as a drawback, instead of using a scope like the Sako 85 and JAE-700, it has iron sights that can be somewhat difficult to aim with.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|350px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 1.jpg|thumb|600px|none|The FN FAL in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 2.jpg|thumb|600px|none|Doing an ammo check on the FN FAL]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 3.jpg|thumb|600px|none|Reloading the FN FAL]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700==&lt;br /&gt;
The [[Remington Model 700]] appears as the &amp;quot;JAE-700&amp;quot;, equipped with a JAE-700 body, loading .308. It can be seen as an in-between of the Sako 85 and FN FAL: Scope of the former, half the capacity of the latter, holding 10+1.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington700JAE.jpg|thumb|350px|none|Remington Model 700 with JAE-700 body - .308 Winchester]]&lt;br /&gt;
[[Image:NMRiH JAE-700 1.jpg|thumb|600px|none|The &amp;quot;JAE-700&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRiH JAE-700 2.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;JAE-700&amp;quot;]]&lt;br /&gt;
[[Image:NMRiH JAE-700 3.jpg|thumb|600px|none|Reloading the &amp;quot;JAE-700&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Beretta Perennia SV10==&lt;br /&gt;
A double-barrel over-under shotgun named the Beretta Perennia SV10 appears, resembling the [[Beretta 682]]. Rather obviously, it holds two 12 Gauge shells.&lt;br /&gt;
[[Image:BM682.jpg|thumb|350px|none|Beretta 682 - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH SV10 Idle.jpg|thumb|600px|none|The &amp;quot;SV10&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SV10 Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;SV10&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH SV10 Reload.jpg|thumb|600px|none|Reloading the &amp;quot;SV10&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500A==&lt;br /&gt;
A [[Mossberg 500 series shotgun#Mossberg 500|Mossberg 500A]] appears, holding 5+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:Mossberg500fieldShotgun.jpg|thumb|350px|none|Mossberg 500A - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH M500 Idle.jpg|thumb|600px|none|The Mossberg 500A in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M500 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Mossberg 500A]]&lt;br /&gt;
[[Image:NMRIH M500 Pump.jpg|thumb|600px|none|Pumping the Mossberg 500A]]&lt;br /&gt;
[[Image:NMRIHM500 Reload.jpg|thumb|600px|none|Reloading the Mossberg 500A]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Super X3==&lt;br /&gt;
The Winchester Super X3 shotgun appears, holding 5+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:NMRIH SuperX3 Idle.jpg|thumb|600px|none|The Winchester Super X3 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Super X3]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Reload.jpg|thumb|600px|none|Reloading an empty Winchester Super X3]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
A [[Remington Model 870]] shotgun appears with a extended magazine tube and a synthetic Speedfeed IV stock and pump, holding 8+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:Remington870BlackSynthetic.jpg|thumb|350px|none|Remington 870 with early style black synthetic riot foregrips and buttstock - 12 Gauge]]&lt;br /&gt;
[[Image:Model870P MAXlg.jpg|thumb|350px|none|Remington 870 Police with a Surefire dedicated forend weaponlight - 12 gauge.]]&lt;br /&gt;
[[Image:NMRIH R870 Idle.jpg|thumb|600px|none|The Remington 870 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH R870 Pump.jpg|thumb|600px|none|Pumping the Remington 870]]&lt;br /&gt;
[[Image:NMRIH R870 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Remington 870]]&lt;br /&gt;
[[Image:NMRIH R870 Reload.jpg|thumb|600px|none|Reloading the Remington 870]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears simply as the &amp;quot;Grenade&amp;quot; and is a rare item to find. It is ineffective at killing zombies, but can damage them in a very large radius.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|350px|none|M67 fragmentation grenade]]&lt;br /&gt;
[[Image:NMRIH M67 Idle.jpg|thumb|600px|none|The M67 grenade in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M67 Throw.jpg|thumb|600px|none|Pulling the pin on the M67 grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==PSE Deer Hunter Compound Bow==&lt;br /&gt;
A PSE Deer Hunter Compound Bow appears in the game, using arrows for ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:NMRiH Compound Bow Read.jpg|thumb|600px|none|The compound bow at the ready.]]&lt;br /&gt;
[[Image:NMRiH Compound Bow Drawn.jpg|thumb|600px|none|The compound bow drawn and aimed.]]&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;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=No_More_Room_In_Hell&amp;diff=934247</id>
		<title>No More Room In Hell</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=No_More_Room_In_Hell&amp;diff=934247"/>
		<updated>2015-06-25T20:13:36Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* FN FAL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
'''''No More Room In Hell''''' is a mod for the Source engine, added to Steam on October 31, 2013 via the Greenlight system. The game is a &amp;quot;realistic&amp;quot; depiction of a zombie apocalypse, with up to eight players banding together to survive. Players have a limited, though recharging amount of stamina that is used up by sprinting, jumping, or using melee attacks. Players who are at low health will have less stamina and blurred vision. Zombies can bite the players, which has a chance of fatally infecting them. Infection can be temporarily stopped by pills, but can never be ended. Infected players will start to gradually see in blurrier vision until they die and rise again as a zombie.&lt;br /&gt;
&lt;br /&gt;
Weapons are all treated realistically: All closed-bolt weapons correctly track the chambered round, have different reloads for when empty, etc. Notably, unlike most games, empty shotguns will have the first shell loaded directly into the chamber. At any time, players can hold the reload key to do a check on their current magazine, in the event it has 15 rounds or less, the player will verbally state how much is in it (e.g., examining a shotgun with three shells would have them state something like &amp;quot;Three shots left&amp;quot;). If it has 16 or more, they will merely mention something like &amp;quot;Got a full mag&amp;quot; or &amp;quot;Gun's half-full.&amp;quot; Weapons and other items also have weight, and players can only carry so much. Unlike most games, ammunition itself will weigh on players, forcing them to only keep how much they think they need for their current weapons. All weapons and ammo boxes have real markings on them, such as using boxes of Remington shotgun shells.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears as the &amp;quot;M92FS&amp;quot; and can commonly be found in starting areas. Holds 15+1 rounds. Deals low damage to zombies&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_92FS_Idle.jpg|thumb|600px|none|The &amp;quot;M92FS&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_92FS_Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;M92FS&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH_92FS_Reload.jpg|thumb|600px|none|Reloading an empty &amp;quot;M92FS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911 Gold Cup National Match==&lt;br /&gt;
The [[M1911 pistol series#M1911A1|Colt M1911A1]] appears as the Colt M1911 Gold Cup National Match and has a higher power than the 92FS, though it and its ammunition are much harder to find. It can be rarely found in starting rooms and holds 7+1 rounds.&lt;br /&gt;
[[Image:ColtMKIV-Series-70-GCNM.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:NMRIH_M1911_Idle.jpg|thumb|600px|none|The Colt M1911 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_M1911_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M1911]]&lt;br /&gt;
[[Image:NMRIH_M1911_Reload.jpg|thumb|600px|none|Reloading the M1911]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17 Gen 4==&lt;br /&gt;
A Generation 4 [[Glock 17]] appears simply as the &amp;quot;Glock 17&amp;quot; and is much harder to find than the 92FS, and appears with a tan frame and holds 17+1 rounds.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|350px|none|A 3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Idle.jpg|thumb|600px|none|The Glock 17 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Glock 17]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Reload.jpg|thumb|600px|none|Reloading the Glock 17]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] appears as the &amp;quot;S&amp;amp;W 686&amp;quot; and is an uncommon weapon, though much more common than the M1911 and Glock. It has much higher power than the other pistols, but only holds 6 rounds. When using ironsights, the weapon is used as a single-action revolver. Notably, attempting to fire the revolver when empty will result in the cylinder spinning forward rather than doing nothing as in most games.&lt;br /&gt;
[[Image:S%26WModel686.jpg|thumb|350px|none|The S&amp;amp;W Model 686 with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:NMRIH_SW686_Idle.jpg|thumb|600px|none|The S&amp;amp;W Model 686 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_SW686_Ammo.jpg|thumb|600px|none|Doing an ammo check on the S&amp;amp;W Model 686]]&lt;br /&gt;
[[Image:NMRIH_SW686_Empty.jpg|thumb|600px|none|Spinning the cylinder of an empty S&amp;amp;W 686]]&lt;br /&gt;
[[File:NMRIH_SW686_Reload.jpg|thumb|600px|none|Reloading the S&amp;amp;W 686]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears with a two-tone finish and holding 10+1 rounds. It is less common than the 92FS and has similar power against zombies.&lt;br /&gt;
[[Image:RugerMkIIIBlued.jpg|thumb|350px|none|Ruger Mk III pistol - .22LR]]&lt;br /&gt;
[[Image:NMRIHRugerPistol_Idle.jpg|thumb|600px|none|The Ruger Mk III in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIHRugerPistol_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Ruger Mk III]]&lt;br /&gt;
[[Image:NMRIH_RugerPistol_Reload.jpg|thumb|600px|none|Reloading the Ruger Mk III]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
The [[Orion Flare Gun]] appears simply as the &amp;quot;Flare Gun.&amp;quot; If fired into the sky on a Survival map, it will summon a military helicopter to drop supplies (this is not abusable as the helicopter will not drop more supplies until every single item from its previous drop has been used). Using the flare gun against Zombies can often kill several in a tightly packed group over a period of time however it will create flaming runners for all those that get too close.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|350px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIHFlareGun_Idle.jpg|thumb|600px|none|The Flare Gun in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_FlareGun_Reload.jpg|thumb|600px|none|Reloading the Flare Gun]]&lt;br /&gt;
&lt;br /&gt;
=Sub-machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A2|Heckler &amp;amp; Koch MP5A2]] appears as the &amp;quot;MP5A3&amp;quot; as one of the only two automatic weapons, and holds 30+1 rounds. It also has a Navy trigger group.&lt;br /&gt;
[[Image:H%26KMP5-N.jpg|thumb|350px|none|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Idle.jpg|thumb|600px|none|The &amp;quot;MP5A3&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Ammo.jpg|thumb|600px|none|Doing an ammo check with the &amp;quot;MP5A3&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Reload.jpg|thumb|600px|none|Reloading the &amp;quot;MP5A3&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears simply as the &amp;quot;M-10&amp;quot; and is one of the other two automatic weapons. Prior to January 27/28 2014 it held 32+1 rounds, though now holds 30 and cannot gain another round in the chamber. Uses .45 ACP.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Idle.jpg|thumb|600px|none|The M-10 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M-10]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Reload.jpg|thumb|600px|none|Reloading the M-10]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Sako 85==&lt;br /&gt;
The [[Sako 85]] appears with a scope and makes a good sniper weapon. Fittingly, the map Broadway has a scripted spawn for one on the roof of the starting building for players to snipe the zombie horde below. Holds 5+1 rounds of .308 Winchester.&lt;br /&gt;
[[Image:SAKO-Hunter.jpg|thumb|350px|none|Sako 85 - .308 Winchester]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Idle.jpg|thumb|600px|none|The Sako 85 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Scope.jpg|thumb|600px|none|The view of the Sako 85's scope]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Sako 85]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Reload.jpg|thumb|600px|none|Reloading the Sako 85]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The uncommon [[Winchester Model 1892]] is chambered for .357 Magnum, and holds 15+1 rounds. It is either misnamed or misportrayed, since the actual 3D model of the gun is a [[Winchester Model 1873]] Rifle. When the gun is cocked in-game, the dust cover opens and closes automatically, but on an actual Model 1873, it would only open.&lt;br /&gt;
[[Image:Winchester1892Carbine.jpg|thumb|350px|none|Winchester Model 1892]]&lt;br /&gt;
[[Image:Winchester1873short.jpg|thumb|350px|none|Winchester Model 1873. Depicted above is the &amp;quot;Short Rifle&amp;quot; model, whereas the model in-game has the longer barrel]]&lt;br /&gt;
[[Image:NMRIH M1892 Idle.jpg|thumb|600px|none|The Winchester Model 1892 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M1892 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Model 1892]]&lt;br /&gt;
[[Image:NMRIH M1892 Reload.jpg|thumb|600px|none|Reloading the Winchester Model 1892]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS rifle|SKS]] appears with a bayonet and holds 10+1 rounds of 7.62x39mm. Currently, it is the only weapon with a unique melee attack rather than a generic shoving animation.&lt;br /&gt;
[[Image:Simonov-Russian-SKS45.jpg|thumb|350px|none|Russian SKS carbine - 7.62x39mm]]&lt;br /&gt;
[[Image:NMRIH SKS Idle.jpg|thumb|600px|none|The SKS in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SKS Ammo.jpg|thumb|600px|none|Doing an ammo check on the SKS]]&lt;br /&gt;
[[Image:NMRIH SKS Reload.jpg|thumb|600px|none|Reloading the SKS]]&lt;br /&gt;
[[Image:NMRIH SKS Melee.jpg|thumb|600px|none|Meleeing with the SKS bayonet]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears with a synthetic frame and nickel barrel, and holds 10+1 or 25+1 rounds of .22LR.  The 10.22 can appear with a 10-round rotary magazine or a 25-round BX-25 magazine.&lt;br /&gt;
[[Image:Ruger1022-black.jpg|thumb|350px|none|Ruger 10/22 with synthetic stock - .22LR]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Idle.jpg|thumb|600px|none|The Ruger 10/22 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Ruger 10/22 (10 round)]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Reload.jpg|thumb|600px|none|Reloading the Ruger 10/22 (10 round)]]&lt;br /&gt;
[[Image:Ruger 1022 BX NMRiH.jpg|thumb|600px|none|A 10/22 with a BX-25 magazine]]&lt;br /&gt;
&lt;br /&gt;
==SA Vz.58 assault rifle==&lt;br /&gt;
The [[SA Vz.58 assault rifle#SA vz. 58P|SA Vz. 58]] appears as the &amp;quot;CZ 858&amp;quot; and holds 30+1 rounds of 7.62x39mm. It fires in semi-automatic only.&lt;br /&gt;
[[Image:800px-Sa 58-JH01.jpg|thumb|350px|none|SA Vz. 58 - 7.62x39mm]]&lt;br /&gt;
[[Image:NMRIH CZ858 Idle.jpg|thumb|600px|none|The &amp;quot;CZ858&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH CZ858 Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;CZ858&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH CZ858 Reload.jpg|thumb|600px|none|Reloading the &amp;quot;CZ858&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16 rifle series#M16A4 Rifle|M16A4]] appears, bearing [[FN Herstal]] markings. It comes with an ACOG and foregrip and fires in semi-automatic only and holds 30+1 rounds of 5.56x45mm. It is worth noting that unlike most Source games and mods, the scope on the M16A4 actually shows the environment on the other side at all times, not just when aiming down it.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|350px|none|M16A4 with ACOG - 5.56x45mm]]&lt;br /&gt;
[[Image:NMRIH M16A4 Idle.jpg|thumb|600px|none|The M16A4 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M16A4 Ammo.jpg|thumb|600px|none|Doing an ammo check on the M16A4]]&lt;br /&gt;
[[Image:NMRIH M16A4 Reload.jpg|thumb|600px|none|Reloading the M16A4]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears as the only semi-automatic .308 rifle in the game. It also has a capacity higher than the other .308 rifles with 20+1, but as a drawback, instead of using a scope like the Sako 85 and JAE-700, it has iron sights that can be somewhat difficult to aim with.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|350px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 1.jpg|thumb|600px|none|The FN FAL in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 2.jpg|thumb|600px|none|Doing an ammo check on the FN FAL]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 3.jpg|thumb|600px|none|Reloading the FN FAL]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700==&lt;br /&gt;
The [[Remington Model 700]] appears as the &amp;quot;JAE-700&amp;quot;, equipped with a JAE-700 body, loading .308. It can be seen as an in-between of the Sako 85 and FN FAL: Scope of the former, half the capacity of the latter, holding 10+1.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington700JAE.jpg|thumb|350px|none|Remington Model 700 with JAE-700 body - .308 Winchester]]&lt;br /&gt;
[[Image:NMRiH JAE-700 1.jpg|thumb|600px|none|The &amp;quot;JAE-700&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRiH JAE-700 2.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;JAE-700&amp;quot;]]&lt;br /&gt;
[[Image:NMRiH JAE-700 3.jpg|thumb|600px|none|Reloading the &amp;quot;JAE-700&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Beretta Perennia SV10==&lt;br /&gt;
A double-barrel over-under shotgun named the Beretta Perennia SV10 appears, resembling the [[Beretta 682]]. Rather obviously, it holds two 12 Gauge shells.&lt;br /&gt;
[[Image:BM682.jpg|thumb|350px|none|Beretta 682 - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH SV10 Idle.jpg|thumb|600px|none|The &amp;quot;SV10&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SV10 Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;SV10&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH SV10 Reload.jpg|thumb|600px|none|Reloading the &amp;quot;SV10&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500A==&lt;br /&gt;
A [[Mossberg 500 series shotgun#Mossberg 500|Mossberg 500A]] appears, holding 5+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:Mossberg500fieldShotgun.jpg|thumb|350px|none|Mossberg 500A - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH M500 Idle.jpg|thumb|600px|none|The Mossberg 500A in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M500 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Mossberg 500A]]&lt;br /&gt;
[[Image:NMRIH M500 Pump.jpg|thumb|600px|none|Pumping the Mossberg 500A]]&lt;br /&gt;
[[Image:NMRIHM500 Reload.jpg|thumb|600px|none|Reloading the Mossberg 500A]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Super X3==&lt;br /&gt;
The Winchester Super X3 shotgun appears, holding 5+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:NMRIH SuperX3 Idle.jpg|thumb|600px|none|The Winchester Super X3 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Super X3]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Reload.jpg|thumb|600px|none|Reloading an empty Winchester Super X3]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
A [[Remington Model 870]] shotgun appears with a extended magazine tube and a synthetic Speedfeed IV stock and pump, holding 8+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:Remington870BlackSynthetic.jpg|thumb|350px|none|Remington 870 with early style black synthetic riot foregrips and buttstock - 12 Gauge]]&lt;br /&gt;
[[Image:Model870P MAXlg.jpg|thumb|350px|none|Remington 870 Police with a Surefire dedicated forend weaponlight - 12 gauge.]]&lt;br /&gt;
[[Image:NMRIH R870 Idle.jpg|thumb|600px|none|The Remington 870 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH R870 Pump.jpg|thumb|600px|none|Pumping the Remington 870]]&lt;br /&gt;
[[Image:NMRIH R870 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Remington 870]]&lt;br /&gt;
[[Image:NMRIH R870 Reload.jpg|thumb|600px|none|Reloading the Remington 870]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears simply as the &amp;quot;Grenade&amp;quot; and is a rare item to find. It is ineffective at killing zombies, but can damage them in a very large radius.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|350px|none|M67 fragmentation grenade]]&lt;br /&gt;
[[Image:NMRIH M67 Idle.jpg|thumb|600px|none|The M67 grenade in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M67 Throw.jpg|thumb|600px|none|Pulling the pin on the M67 grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==PSE Deer Hunter Compound Bow==&lt;br /&gt;
A PSE Deer Hunter Compound Bow appears in the game, using arrows for ammunition.&lt;br /&gt;
&lt;br /&gt;
[[Image:NMRiH Compound Bow Read.jpg|thumb|600px|none|The compound bow at the ready.]]&lt;br /&gt;
[[Image:NMRiH Compound Bow Drawn.jpg|thumb|600px|none|The compound bow drawn and aimed.]]&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;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Burn-Up_W&amp;diff=933516</id>
		<title>Burn-Up W</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Burn-Up_W&amp;diff=933516"/>
		<updated>2015-06-23T04:45:15Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox TV NC|{{PAGENAME}}&lt;br /&gt;
|name= Burn-Up W&lt;br /&gt;
|picture = Burn Up W poster.jpg&lt;br /&gt;
|caption = ''DVD cover''&lt;br /&gt;
|country = [[File:JAP.jpg|25px]] Japan&lt;br /&gt;
|channel = &lt;br /&gt;
|genre = Comedy&amp;lt;br&amp;gt; Science Fiction&amp;lt;br&amp;gt; Ecchi&lt;br /&gt;
|creator =  Hiroshi Negishi&lt;br /&gt;
|dates = 1996 (Japan)&lt;br /&gt;
|language = Japanese&lt;br /&gt;
|seasons = 1&lt;br /&gt;
|episodes = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Anime Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=Pistols=&lt;br /&gt;
==M1911A1==&lt;br /&gt;
One detective carries the [[M1911A1]] in his holster, but he never uses it.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 Pistol - Commercial Model known as the &amp;quot;Colt Government Model&amp;quot; - .45 ACP. This has a deep Colt factory blued finish, common for commercial variants before and after the war.]]&lt;br /&gt;
[[Image:Burn Up W pistol 2 1.jpg|thumb|none|500px|Holstered M1911A1.]]&lt;br /&gt;
[[Image:Burn Up W pistol 2 2.jpg|thumb|none|500px|Holstered M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Pistol 1==&lt;br /&gt;
Nearly all policemen use unknown pistols.&lt;br /&gt;
[[Image:Burn Up W pistol 4 1.jpg|thumb|none|500px|Inspector holds his pistol.]]&lt;br /&gt;
[[Image:Burn Up W pistol 4 2.jpg|thumb|none|500px|Close view of the hammer...]]&lt;br /&gt;
[[Image:Burn Up W pistol 4 3.jpg|thumb|none|500px|...and barrel.]]&lt;br /&gt;
[[Image:Burn Up W pistol 4 4.jpg|thumb|none|500px|Policeman takes aim with his pistol...]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Pistol 2==&lt;br /&gt;
Bodyguards briefly hold unknown pistols.&lt;br /&gt;
[[Image:Burn Up W pistol 1 1.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Pistol 3==&lt;br /&gt;
Mya Jingu's personal firearm is an unknown pistol. Rio Kinezono ulso uses similar pistol at the credits.&lt;br /&gt;
[[Image:Burn Up W pistol 5 1.jpg|thumb|none|500px|Close Up.]]&lt;br /&gt;
[[Image:Burn Up W pistol 5 2.jpg|thumb|none|500px|Good view of the slide.]]&lt;br /&gt;
[[Image:Burn Up W pistol 5 3.jpg|thumb|none|500px|Another Close Up.]]&lt;br /&gt;
[[Image:Burn Up W pistol 3 1.jpg|thumb|none|500px|Rio Kinezono holds her pistol.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
One terrorist fires the [[Heckler &amp;amp; Koch MP5A2]].&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 with &amp;quot;tropical&amp;quot; wide handguard - 9x19mm]]&lt;br /&gt;
[[Image:Burn Up W MP5 1 1.jpg|thumb|none|500px]]&lt;br /&gt;
[[Image:Burn Up W MP5 1 2.jpg|thumb|none|500px]]&lt;br /&gt;
[[Image:Burn Up W MP5 1 3.jpg|thumb|none|500px|Close Up.]]&lt;br /&gt;
[[Image:Burn Up W MP5 1 4.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==M3A1 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
Several outlaws fire the [[M3A1 &amp;quot;Grease Gun&amp;quot;]].&lt;br /&gt;
[[Image:Grease3 2.jpg|thumb|none|500px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[Image:Burn Up W SMG 2 1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Submachine Gun==&lt;br /&gt;
Several bodyguards can be seen armed with unknown submachine guns.&lt;br /&gt;
[[Image:Burn Up W SMG 1 1.jpg|thumb|none|500px|Close Up.]]&lt;br /&gt;
[[Image:Burn Up W SMG 1 2.jpg|thumb|none|500px]]&lt;br /&gt;
[[Image:Burn Up W SMG 1 3.jpg|thumb|none|500px|Another close up.]]&lt;br /&gt;
[[Image:Burn Up W SMG 1 4.jpg|thumb|none|500px|A bodyguard fires.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AK-47==&lt;br /&gt;
One terrorist briefly holds the [[AK-47]] rifle.&lt;br /&gt;
[[Image:AK-47_type_II_Part_DM.jpg|thumb|none|400px|Type II AK-47 - 7.62x39mm]]&lt;br /&gt;
[[Image:Burn Up W AK 1 1.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Sniper Rifle==&lt;br /&gt;
Maya Jingu uses the unknown sniper rifle throughout the series.&lt;br /&gt;
[[Image:Burn Up W rifle 1 1.jpg|thumb|none|500px|Close view of the trigger.]]&lt;br /&gt;
[[Image:Burn Up W rifle 1 2.jpg|thumb|none|500px]]&lt;br /&gt;
[[Image:Burn Up W rifle 1 3.jpg|thumb|none|500px]]&lt;br /&gt;
[[Image:Burn Up W rifle 1 4.jpg|thumb|none|500px|Maya Jingu takes aim with her rifle.]]&lt;br /&gt;
[[Image:Burn Up W rifle 1 5.jpg|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Hand Held M134 Minigun ==&lt;br /&gt;
Wolf Head main firearm is the [[Hand Held M134 Minigun]].&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Burn Up W minigun 1 1.jpg|thumb|none|500px|Close Up.]]&lt;br /&gt;
[[Image:Burn Up W minigun 1 2.jpg|thumb|none|500px|The minigun firing.]]&lt;br /&gt;
[[Image:Burn Up W minigun 1 3.jpg|thumb|none|500px]]&lt;br /&gt;
[[Image:Burn Up W minigun 1 4.jpg|thumb|none|500px|View of the barrels.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers=&lt;br /&gt;
==RPG-7==&lt;br /&gt;
One outlaw fires the [[RPG-7]] at police car.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg‎ |thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Burn Up W RPG 1 1.jpg|thumb|none|500px]]&lt;br /&gt;
[[Image:Burn Up W RPG 1 2.jpg|thumb|none|500px|Outlaw fires.]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*'''''[[Burn Up!]]'''''&lt;br /&gt;
*'''''[[Burn-Up Scramble]]'''''&lt;br /&gt;
&lt;br /&gt;
[[Category:Anime]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=930881</id>
		<title>Talk:Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=930881"/>
		<updated>2015-06-17T18:24:02Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* My word this is a huge article */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started ==&lt;br /&gt;
Well I'm not the best at coding but I just wanted to get this page started. Anyone is free to help. --[[User:eelikay|eelikay]] 10:23, 2 August 2013 (CDT)&lt;br /&gt;
:Gimmie some time, I can get default screenshots for most every beta game. --[[User:Dannysaysnoo|Dannysaysnoo]] 00:34, 3 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Not a Heat reference==&lt;br /&gt;
&lt;br /&gt;
Just because the game has a 733, doesn't mean it's a reference to Heat. Also it isn't even using the curved 30 round magazine. It's like a badly rendered stretched 20 round mag like in COD Black Ops. Also Payday 2's 733 also has a modern M4 3rd gen stock and A2 rear sight while the 733 in Heat had a gen 2 stock and an A1 rear sight. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:17, 3 August 2013 (EDT)&lt;br /&gt;
:I guess they add the 20 round mag as a balancing thing. The stock and sight differences are odd, would that change the model? Also, I can't show you it yet, as the beta hasn't opened up that far, but it also seems like the game has the [[FN FNC]], if menu art is anything to go by. That is most certainly a Heat reference, and the developers have already stated it was an influence on the game. [[user:Dannysaysnoo|Dannysaysnoo]] 11:27, 3 August 2013 (GMT)&lt;br /&gt;
::It's really moot point since we're just robbing banks in a modern setting, so I'd use a more contemporary weapon than a design that's a bit dated. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:28, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The AUG is MASR STG ? ==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
AUG's Magazine is not original. Do This Made MASR ? Assuming this is MASR made​​ AUG ? - [[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 13:46, 3 August 2013 (JST)&lt;br /&gt;
:Looks like a Magpul PMAG, as for the rifle, it's not uncommon for game devs to model their guns off of airsoft or civilian versions of guns. So it could be a MASR STG instead of a true AUG, I don't know how to tell.--[[User:Crazycrankle|Crazycrankle]] ([[User talk:Crazycrankle|talk]]) 09:46, 3 August 2013 (EDT)&lt;br /&gt;
::Also the foregrip is the KAC vertical grip instead of the folding grip [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:29, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== All beta weapons added ==&lt;br /&gt;
&lt;br /&gt;
That's every single weapon from the beta capped, and added. [[user:Dannysaysnoo|Dannysaysnoo]] 17:27, 3 August 2013 (GMT)&lt;br /&gt;
:You can't access the P90 or HK416 in the beta? There are silhouettes for them on the second pages of primary and secondary weapons.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 17:28, 4 August 2013 (EDT)&lt;br /&gt;
::No, you can't. The level cap is 30. The only weapons not on the page are the FN FNC, at 33, the M16A2, at 39, A double barrel shotgun at 39, the P90 at 36, and the Deagle at 36. (Those are just guesses as to what they are. They might be slightly different once I see the 3D models. [[user:Dannysaysnoo|Dannysaysnoo]] 01:40, 4 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
I think we should use view mode for the majority of the screen shots. The models have more detail than thirdperson and you can see more of it than in first person&lt;br /&gt;
ex: http://imageshack.us/a/img203/7945/0tfc.jpg&lt;br /&gt;
(This is just a photo since I can't screenshot on a PS3 and don't have a computer version of the game)&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 17:31, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon Variants ==&lt;br /&gt;
&lt;br /&gt;
So I was thinking the gun customization in this game means a lot of guns have different variants that are worthy of article mention- here's what I've found:&lt;br /&gt;
&lt;br /&gt;
CAR-4 (M4A1- furniture mods can turn it into a LR300.&lt;br /&gt;
&lt;br /&gt;
UAR (AUG A2)- A3 forend mod.&lt;br /&gt;
&lt;br /&gt;
M308 (M14)- Jae 100 chassis, the EBR chassis is already shown in the article.&lt;br /&gt;
&lt;br /&gt;
Ak5- FNC handguard and Ak5C stock + forend, no ability to give it a proper &amp;quot;C&amp;quot; carbine barrel though.&lt;br /&gt;
&lt;br /&gt;
AMR-16 (M16A4)- can get the A1 handguard.&lt;br /&gt;
&lt;br /&gt;
Compact 5 (MP5)- the MP5K can be unlocked for use in addition to being used in the Sentry gun.&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:53, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
This ist LR 300 ??&lt;br /&gt;
[[File:Payday2 lr300 previu 1.jpg|thumb|none|600px|Lr300 ???]]&lt;br /&gt;
--[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 14:17, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree with mentioning this in the main article. I have also found that the Colt Model 733 is turned into a Colt Model 933 if attaching an optical sight. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 14:37, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
Article finished. Make any other screenshots? --[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 11:01, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Anyone know what rifle this is? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2SR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
This is the picture from the sniper asset you can buy on Watchdogs day 2. Anyone know what rifle he's carrying? Looks like a Remington 700 variant, but I'm having trouble identifying the specific model.--[[User:Lynx|Lynx]] ([[User talk:Lynx|talk]]) 12:09, 12 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DLC weapons ==&lt;br /&gt;
&lt;br /&gt;
A DLC has been released including 3 new guns and in two days another DLC will release adding yet another 3 new guns. So if anyone feels inclined to properly identify the real life models and add screenshots, I would appreciate it. I would do so myself but having played the game all my guns are heavily customized at this point. &lt;br /&gt;
&lt;br /&gt;
Armored Transport DLC includes a SIG 551-A1 SBR (From what I can tell, might be a different model), a Walther PPK and a Carl Gustav M/45 sub machine gun (Which is erroneously stated to be .45 cal on the DLC page).&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/armoredtransport/&lt;br /&gt;
&lt;br /&gt;
The DLC to be released will include a FN SCAR-H, a HK MP7 and a handgun I can't identify. &lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/gageweaponpack01/ &lt;br /&gt;
&lt;br /&gt;
- [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
The unidentified handgun seems to be a Sig Sauer P226.&lt;br /&gt;
&lt;br /&gt;
I've started uploading screenshots of the weapons in the first DLC. Won't be uploading any for the second pack, as I have no intent of buying it right now. Would appreciate it if someone wrote some&lt;br /&gt;
descriptions and correctly identify the Sig Sauer model. - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got both DLCs so I'll upload the screencap a when I get the chance. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 11:46, 28 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
The most recent update (Death Wish) added a new difficulty and in that difficulty, we have two more weapons featured in the hands of NPCs (The guns are currently unavailable to players). The guns being the HK UMP and the Benelli M4 (Which seems to be based on the H2O model, but with a solid instead of a telescoping stock). Both seen featured here:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=e8CMPB03-pw&amp;amp;feature=player_detailpage#t=45 - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
Another DLC pack incoming - 3 sniper rifles to add to the arsenal, all featured in this video: &lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=sNs9yQcc5ew&lt;br /&gt;
&lt;br /&gt;
Pictures and in-game names are scheduled to be revealed tomorrow. So far though, I've identified one of them as a Barret M95. [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
:Looks like the other two are the Blaser R93 LRS2 and a Remington 700 with verious chassis mods (wooden M40A5 and MSR, it looks like). Barret seems weirdly semi auto.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:24, 6 May 2014 (EDT)&lt;br /&gt;
&amp;quot;Barret seems weirdly semi auto.&amp;quot;. Well, it is a video game bolt action rifle. I think the limited FOV cuts off the actual bolt operation animation. If you look closely, you can see that the right hand isn't holding the grip after shooting (At about 26,5s in the video). --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 20:53, 6 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am very lazy. I apologize for that. Anyway, I uploaded inventory screenshots of the shotguns from the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 03:13, 4 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP5A2/A3/KN? ==&lt;br /&gt;
&lt;br /&gt;
Now, correct me if I'm wrong, but wouldn't the presence of a burst fire option in the selector make them MP5A4, A5, SD5, SD6 and KA4 respectively? --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:15, 8 June 2014 (EDT)&lt;br /&gt;
:Actually the texture is kinda goofed, the selector has no Safe option, it doesn't have a crossed out white bullet pictogram, instead it has a white Semi pictogram, so technically it has no Safe mode, it just has Semi/Burst/Auto. :\  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 00:24, 4 July 2014 (EDT)&lt;br /&gt;
[[File:PAYDAY2 weird MP5 fire selector.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
== Missed lots of guns, MP7, and FAL's pic, three new shotguns DLC which include Benelli M4 , STRIKER12, and KSG, anyone wants to work with me? ==&lt;br /&gt;
&lt;br /&gt;
I m newbie, so don't know too much about it.....&lt;br /&gt;
&lt;br /&gt;
== FN FNC ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard changes the AK5 to a FNC. Could someone in possession of the mod add it on please?&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 22:14, 21 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PSG-1 from Modded G3? ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that modding Gewehr 3 with DMR Kit, Precision foregrip, grip and stock will create a gun that heavily resembles H&amp;amp;K PSG-1, should it be included in the list?&lt;br /&gt;
and if so, under what category should it be in?, since the ridle is not a proper sniper rifle in game so to speak&lt;br /&gt;
&lt;br /&gt;
Here's the said rifle:&lt;br /&gt;
[[File:2014-10-05 00001.jpg|800px|thumb|none|alt text]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 00:50, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It looks like [[Heckler &amp;amp; Koch SR9TC]].&lt;br /&gt;
[[File:HKSR9TC.jpg|600px|thumb|none|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm. The TC version has the PSG buttstock as well as the trigger pack.]]&lt;br /&gt;
--[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 10:40, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It actually uses the original PSG-1 parts so it's not a SR9TC, even though, I'd say it's more a hybrid than other. --[[User:James Dalcan|James Dalcan]]&lt;br /&gt;
&lt;br /&gt;
:That gun is a total mongrel, it is no real G3 variant. Firstly, there is a paddle mag release which rules out the SR9 and PSG-1. The combination of a front sight post and the PSG style handguard might suggest an MSG90A1, however it has a plain barrel, the trigger pack is the original metal type rather than the polymer Navy type used on the MSG90, and the rear sight is a normal diopter rather than the one used on the MSG90. Technically, I would say that it is a G3 fitted with a PSG-1 handguard, butt and trigger shoe, and a plain heavy barrel (it is not the normal PSG-1 one though, it is too short).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That is exactly what it is in game, it's essentially G3 modded with PSG-1 parts (possible in reality or not aside), now the question is that is it worth mentioning somewhere in the main article or not, even as Modded variant and another gun itself. --[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 21:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== John Wick DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL released a new DLC based on [[John Wick]], which added John as a playable character, a Glock 26, three new accessories for the pistols, two new grips for the Glocks, and the ability the dual wield the Glock 26, the Operator, the Beretta 92 (a shout-out to Matrix, perhaps?) and the Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
They added another weapon, a SPAS 12, with it's own sets of mods and all.&lt;br /&gt;
&lt;br /&gt;
== Gage Historic Pack DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL is making a new weapon pack full of WWII era weapons. The weapons are, at least by my guess, to be a MG42, a Mauser C96, either a Sten gun or a Sterling, and a sniper version of the Mosin-Nagant. So apparently with the purchase of the pack, you get to murder cops with an 100 year old handgun. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
: http://overkillsoftware.com/gagehistoricalpack/ [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:18, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Well, I was close, the weapons in it are an MG42, named the Buzzsaw 42, a Sterling, named the Pratchett L2A1, the C96 is named the Broomstick, and the Mosin 91/30 is named the Mosin-Nagant. Even so, you get to murder cops with WWII-era weaponry. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
&lt;br /&gt;
== Chicago Typewriter ==&lt;br /&gt;
&lt;br /&gt;
A M1928 was added the game to celebrate two million people joining the PAYDAY Steam Group.&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/2million/&lt;br /&gt;
&lt;br /&gt;
Still haven't unlocked any mods since they're dropped in the Payday instead of being unlocked via achievements, but still, it's pretty neat. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 21:22, 4 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== L85 is upcoming , in Clover Character Dlc ==&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/games/thediamond/&lt;br /&gt;
&lt;br /&gt;
== The Bomb Heists DLC Weapons ==&lt;br /&gt;
The HS Produkt VHS-2 and HS Produkt HS2000 40SW model is added on The Bomb Heists DLC. Its named &amp;quot;Lion’s Roar rifle&amp;quot; and &amp;quot;LEO pistol&amp;quot;. --[[User:Seganamcofan|Seganamcofan]]&lt;br /&gt;
&lt;br /&gt;
It's an Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, actually. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 03:22, 26 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== XDM/HS2000 ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit perplexed by the XDM, since it has the serrations of a XDM, and yet they still went out of their way to label it HS. It appears that Springfield just markets the HS2000 in the US, everything is still manufactured in Croatia. Is there an international version of the XDM that HS sells? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:03, 1 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why do the images have the weapons' actual names in quotes? ==&lt;br /&gt;
&lt;br /&gt;
It seems kind of weird having image descriptions that state things like; 'The player holds the &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.' despite the fact that those are the actual names of the weapons. Wouldn't it be more fitting to say; 'The player holds the &amp;quot;CMP&amp;quot;.', or at least remove the quotes? The way that it's set up just really bothers me.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 00:38, 2 February 2015 (EST)&lt;br /&gt;
:It's standard practice to include the name of the actual weapon, and there's nothing wrong with having the alias in quotes. I see nothing wrong here. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:11, 2 February 2015 (EST)&lt;br /&gt;
:: Well, I gotta admit seeing the quoted weapon name on almost every in-game thumbnail does look a bit annoying, not to mention a wee bit redundant perhaps. But as said, there's nothing actually wrong with it. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:04, 2 February 2015 (EST)&lt;br /&gt;
::Oh, you mean in the captions. Yes, that's a bit annoying. I wouldn't object if someone took them out. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:44, 2 February 2015 (EST)&lt;br /&gt;
:::I think it's an artifact of Mateogala not really speaking English, he puts the in-game weapon name in quotes I guess because he saw a page where that was done with a fictional or hybrid weapon. If anyone's doing a find / replace for that, could they also swap &amp;quot;player&amp;quot; for &amp;quot;player character?&amp;quot; That one always bugs me, the player isn't the guy in the game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:55, 2 February 2015 (EST)&lt;br /&gt;
::::Yeah, I was referring to the captions, should've been a bit more concise. There's nothing inherently wrong with it, it's just ever so slightly bothersome to me personally. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 22:18, 3 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== We are getting a Minigun and AT4 ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=EWpeEe6qxHc    But one thing confuse me is in the video, it shows an AT4, but in store page, the introduction says it's RPG.&lt;br /&gt;
&lt;br /&gt;
== We are going to get a MAC 11 ==&lt;br /&gt;
&lt;br /&gt;
http://media.overkillsoftware.com/2015/02/hlm2_jacket_gun_screen.png    &lt;br /&gt;
&lt;br /&gt;
Unlock it through purchase Hotline Miami 2 digital pack on March 10.&lt;br /&gt;
&lt;br /&gt;
It's a MAC 11, right?&lt;br /&gt;
&lt;br /&gt;
Looks more like a Cobray M11/9. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:07, 25 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== OVERKILL DLC ==&lt;br /&gt;
&lt;br /&gt;
The weapons have been announced for the DLC. They are a handheld M134 Minigun and an RPG-7. This is gonna be fun. [[User:PaperCake|PaperCake]] 12:29, 6 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== M134 Barrels ==&lt;br /&gt;
&lt;br /&gt;
The article mentions that they don't move, but they actually do, at least with the short and Vulcan-esque barrels. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:21, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Okay, I just checked, the default and Aerial Assault barrel definitely move, but I'm still not sure about the short ones, I have no money in game at the moment, so I can't check right now. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:40, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
I just read a lot of people saying they didn't spin on the forums and reddit, I didn't actually check myself. I just watched a video and they were spinning in first person, so maybe they just don't spin in 3rd person or maybe those people were wrong. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:25, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
After some testing, I managed to find out that if your game is running at 30, 60 or 120 FPS the barrels appear to not rotate due to the monitor not being able to actually register the spin before it refreshes. In 45, 50, 75, and 135 the barrel jumps around, but some rotation can be seen. So in conclusion, yeah, they do spin. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:01, 8 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you know if the 3rd person model spins as well? [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:44, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=_hS6h4NTd3w&amp;amp;feature=youtu.be  --[[User:Mateogala|Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr]] ([[User talk:Mateogala|talk]]) 17:26, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have a feeling this might be the same optical illusion that causes car wheels to stop spinning or rotate backwards: if the barrels are in the same position every time the screen refreshes, the minigun will appear to not be turning even though it actually is. The reason it appears to be totally stopped is the lack of motion blur on them, I think. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:33, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If I knew how to record at around 600-1200 FPS (Which can be done) I could make a video showing the barrels rotating. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:00, 9 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've seen videos of first person showing them spinning (I don't have enough to buy the weapon myself yet.) What I'm asking is if the 3rd person model spins as well. Payday 2 (like lots of games) has separate models for first person and 3rd person, the 3rd person models are significantly lower quality and the animations for them are less precise (look at this mod that replaced the 3rd person models with the 1st person ones to see https://steamcommunity.com/app/218620/discussions/15/558754900072790886). The only person I saw using the minigun ingame only had it for a few seconds and I didn't get a chance to see if the barrels spun in 3rd person. Regardless I removed the part about them not spinning, but may add a note if they don't spin in 3rd person. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 13:16, 9 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==P30L?==&lt;br /&gt;
I'm thinking of buying this game since it's on sale on Steam (along with it's ludicrous amount of DLC). BUT, didn't Overkill really add H&amp;amp;K P30Ls with the John Wick update? I was kinda hoping I'd see them in the game. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:10, 10 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
They added a Glock 26 (Chimano Compact) with John Wick as his signature gun. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 10:03, 10 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
There isn't a P30L in the game, but there are pistols in the game that you can mod to look similar to it, like the USP (Interceptor .45 in game) with either the Facepunch Compensator or the Match slide, the Signature .40 (SIG P226) modified with the Facepunch compensator also looks similar, then the Chimano Custom (Glock 22C) kinda sorta but not really looks like it with the Facepunch again.  But your best bet would be the Interceptor .45[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 22:34, 12 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I got the game a couple of days ago. I'm fine with the USP Expert, but they are not the same as P30Ls. Oh, and I've never been a fan of modifying my weapons in games, and I haven't modified the Expert yet. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 04:53, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Modifying most of your guns to be useful is a pretty key feature in PayDay 2. Most of the weapons are not at their highest capability stock, and some of them are even detrimental as so. It does suck at times, because you often have to make your gun look ridiculously stupid in order for it to be useful, but that's just the way the game works. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 06:49, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I know, right. I've played the first one, which honestly felt a bit frustrating at times (partially because every enemy took almost 15+ rounds to kill depending on the weapon), and the Payday 2 beta. This one is less frustrating. I'm currently using the SCAR-H and the Expert, or the 1911, 'cause they take only a couple of shots to kill the enemies (well, cops, let's be honest) even without any modifications. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 07:31, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Over-Under Shotgun ==&lt;br /&gt;
&lt;br /&gt;
[[File:PD2-OU-Side.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:PD2-OU-Front.jpg|thumb|500px|none]]&lt;br /&gt;
&lt;br /&gt;
Introduced with (free) Bonnie character pack March 13th. A 12 Gauge Over-Under. Anyone know what kind? I think a Beretta, but not sure.[[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 20:28, 16 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Beretta 682 Gold E. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 20:53, 16 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Looks like a Beretta S3 O/U and CZ Redhead Deluxe O/U hybrid so I added it as such. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:39, 19 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butcher Mod pack ==&lt;br /&gt;
&lt;br /&gt;
There's new mods for most of the old weapons (And a stealth mod for the saw, thank God), the new lower reciever for the AUG turns it into a EF88, the CQC barrel for the Ak 5 turns it to an Ak 5c and I haven't bought them yet, but there's mods for both the MP5 (An straight magazine that rechambers it to 10mm), and a barrel jacket and suppressor for the P90. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:04, 19 March 2015 (EDT)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Payday_2_EF88_left.jpg|Left side.&lt;br /&gt;
File:Payday_2_EF88_right.jpg|Right side.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Oh, and Big Boss' M1911's suppressor for Metal Gear Solid 3 was added. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:16, 19 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AA12, M32 grenade launcher is coming soon ==&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/games/bbq/&lt;br /&gt;
&lt;br /&gt;
Don't know what the Flamethrower is, looks cool&lt;br /&gt;
&lt;br /&gt;
In the very articulate words of Hiimdaisy's rendition of Yosuke from Persona 4: &amp;quot;Dude, dude, dude, duuude[...]&amp;quot; Also, the flamethrower is a prop made by the special effects artist of the studio where Overkill recorded this and the Overkill Pack trailer. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:17, 27 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animation update ==&lt;br /&gt;
&lt;br /&gt;
Not only did they add new animations for practically everything, the P90, G36, AUG and the Expert Mag have bullets that are removed when you fire them. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:52, 16 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchers Western Pack &amp;amp; Butchers BBQ Pack ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Make your bullets count with the Peacemaker .45 Revolver where six bullets is enough to see six helmets fly. For those who need a few bullets more there is the Repeater 1874 Sniper Rifle. The Plainsrider Bow if you need no bullets at all. An arrow kills and doesn't make a sound. Unless you attach a pack of dynamite to it, which you can. The dynamite also comes as a throwable so you don't need to go through the potential hassle of having a bow. Ride off into the sunset with four new masks, patterns and achievements. Giddy up!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The revolver appears to be the Colt Single Action Army and the lever action rifle appears to be based on the Winchester Model 1894.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;• Piglet Grenade Launcher, 12G Steakout Shotgun &lt;br /&gt;
• Did we mention the Flamethrower Mk.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Piglet Grenade Launcher is the M32 MGL, the Steakout 12G is the AA-12 (though the Ithica Stakeout would have been more suitable, no?) and the &lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 03:30, 9 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
--flamethrower is entirely fictional. Based off of the prop used in the BBQ Pack trailer. And the rifle is actually based on the [[Winchester Model 1873]]. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:00, 9 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Alesso heist ==&lt;br /&gt;
&lt;br /&gt;
So far, there's only one weapon added, a Mateba 2006 which, probably intentionally, is called Matever, like in the English translation of Ghost in the Shell. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 22:37, 20 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== My word this is a huge article ==&lt;br /&gt;
&lt;br /&gt;
There's room to pack it down. Given the unholy assload of guns and variants and combinations that's not going to get any shorter, I think it'd be a good idea to arrange the guns not in absolute alphabetical order, but rather ordered, bunched and combined according to the game's own lists - the article for [[Far Cry 2]] already shows it works. The screenshots can also show off and tell much more with a way smaller amount of images, not to mention cutting out the HUD crap and bringing them up to date with the animation overhaul.&lt;br /&gt;
&lt;br /&gt;
I've redone the AMCAR (Colt Model 733) and AK5 (Bofors Ak 5, FN Herstal FNC) sections in the way I mean, although I'd still double-stack all those thumbnails. Let me know if this doesn't fly. --[[User:AVK|AVK]] ([[User talk:AVK|talk]]) 16:38, 16 June 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:While a change like that would be drastic, maybe removing all those screenshots and sub-articles about guns (like how the Mosin-Nagant can be modified into the carbine and sniper version) and just have &amp;quot;here is gun X&amp;quot; a few screenshots of that gun, and then some text saying &amp;quot;Gun X can be modified into gun Y and Z&amp;quot; Doing that would save a lot of space and time.&lt;br /&gt;
&lt;br /&gt;
::I think you're right, blowing up the main index can wait and see. I don't know how austere you're aiming for with the subtypes, though. There's tons of trivia and other stuff to tell and the subtypes/showcase of minor mods can all be packed into the screenshots showing off the unique stuff like reloads and sight pictures. The AK5 pileup is a good indicator of what I'm going for (and I mean to stay the course for now), but that can always be stripped down further if it's still too heavy a read. --[[User:AVK|AVK]]&lt;br /&gt;
&lt;br /&gt;
::: I also think we should remove the &amp;quot;modified versions of {gun modified to look like a variant of the gun)&amp;quot;, because, Jesus Christ, it's already modified. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 14:24, 17 June 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Curse_of_Chucky&amp;diff=930751</id>
		<title>Curse of Chucky</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Curse_of_Chucky&amp;diff=930751"/>
		<updated>2015-06-17T05:00:55Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: i'm not sure if that qualifies as a spoiler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
[[Image:COC.jpg|thumb|right|300px|''Curse of Chucky'' (2013)]]&lt;br /&gt;
 &lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
Following the film's credits, Andy Barclay ([[Alex Vincent]], the original Andy from [[Child's Play]] and ''[[Child's Play 2]]'') is seen with a [[Remington 870]] 12 Gauge pump-action shotgun.&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg|thumb|none|500px|Remington 870 Police Magnum riot shotgun - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
{{Childs Play}}&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Fallout:_New_Vegas&amp;diff=930540</id>
		<title>Fallout: New Vegas</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Fallout:_New_Vegas&amp;diff=930540"/>
		<updated>2015-06-16T18:39:58Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Colt Model 733 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:NEWVEGAS-COVER.jpg|thumb|right|300px|''Fallout: New Vegas'' (2010)]]&lt;br /&gt;
'''''Fallout: New Vegas''''' is the fifth installment in the long-running ''Fallout'' series. The game takes place in a post-apocalyptic Nevada, roughly four years after (but not influenced by) the events of the previous title, ''[[Fallout 3]]''. It was developed by Obsidian Entertainment (''[[Alpha Protocol]]'') and published by Bethesda in 2010. The game is available for the PC, Xbox 360 and PlayStation 3. [[Ron Perlman]], [[Danny Trejo]], [[Kris Kristofferson]] and Matthew Perry can be found among the voice actors of the game.&lt;br /&gt;
&lt;br /&gt;
The game follows the story of Courier 6, who is ambushed while carrying a mysterious package bound for New Vegas at the behest of Mr. House, the reclusive ruler of the city. Shot in the head, Courier 6 survives and soon finds themself wrapped up in the oncoming battle between the New California Republic and a band of slavers from Arizona and Colorado known as Caesar's Legion.&lt;br /&gt;
&lt;br /&gt;
A host of DLC were released for the game, which were then collected into the ''Fallout New Vegas: Ultimate Edition.'' The first, &amp;quot;Dead Money,&amp;quot; revolves around a long planned casino heist in the Sierra Madre. &amp;quot;Honest Hearts&amp;quot; takes place in the Post-War Zion National Park and among other things adds a new caliber to the game, .45 ACP. &amp;quot;Old World Blues&amp;quot; takes place at the scientific research facility Big Mountain. The final DLC, &amp;quot;Lonesome Road&amp;quot; adds backstory for the main character, Courier 6 as well as taking place in the ruins of various military installations. An optional pack, &amp;quot;Gun Runner's Arsenal&amp;quot; adds a host of weapons to the Gun Runners, a vendor located outside New Vegas proper.&lt;br /&gt;
&lt;br /&gt;
''Fallout: New Vegas'' has a very in-depth ammunition system. The player can reload ammo, and there are many variants of each ammunition type. For a list, see the [[Talk:Fallout: New Vegas|discussion page]].&lt;br /&gt;
&lt;br /&gt;
(*) is a DLC only indicator. &lt;br /&gt;
&lt;br /&gt;
'''The following weapons are seen in the video game ''Fallout: New Vegas'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
As an interesting note for the three &amp;quot;hammered&amp;quot; handguns (the Hi Power and the two Colts), upon drawing the weapon, they will have an uncocked hammer. The first trigger pull is therefore technically in double action mode; afterward, each subsequent shot the entire time the handgun is equipped is in single-action. While this is not correct for any of the three single-action handguns, it's still a nice touch.&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] appears as &amp;quot;9mm Pistol&amp;quot;. It can be modified with an extended magazine and a scope. The 9mm is by far one of the most common weapons in the Mojave, and seems to have been adopted by the NCR as their standard sidearm. A unique version called &amp;quot;Maria&amp;quot;, decorated with pearl grips (painted with Our Lady of Guadalupe) and nickel-plated with heavy engraving, is carried by Benny (Voice of Matthew Perry), which he uses to execute the player in the opening FMV. The player can then return the favor upon confronting Benny at his casino, The Tops, earning the challenge &amp;quot;Talk About Owned.&amp;quot; The standard Hi Power is seen in the hands of series mascots Vault Boy and Vault Girl in various perk icons, and is used by Vault Boy on the achievement icon for the quest &amp;quot;You'll Know it When It Happens.&amp;quot; &lt;br /&gt;
[[Image:Browning HP West German Police.jpg|thumb|none|400px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[Image:HP_with_scope_and_extended_mag.jpg|600px|thumb|none|The Hi-Power with a scope and an extended magazine]]&lt;br /&gt;
[[Image:FalloutNV_2010-10-25_12-15-24-46.jpg|600px|thumb|none|Browning HP idle.]]&lt;br /&gt;
[[Image:FalloutNV_2010-10-25_12-15-28-79.jpg|600px|thumb|none|Browning HP iron-sights.]]&lt;br /&gt;
[[Image:Benny With Maria.jpg|thumb|none|600px| &amp;quot;From where you're kneeling it must seem like an 18-carat run of bad luck. Truth is...the game was rigged from the start.&amp;quot; Benny draws Maria from his jacket, before shooting the Courier in the head during the opening FMV.]] &lt;br /&gt;
[[Image:Ivorypistol.jpg|thumb|none|600px|The Player aiming the &amp;quot;Maria&amp;quot; inside of the in-game Tops Casino.]]&lt;br /&gt;
[[Image:FONV Saint Mary's Pistol.jpg|thumb|none|400px|The unique &amp;quot;Maria&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Single Action Army==&lt;br /&gt;
The [[Colt Single Action Army]] Appears as &amp;quot;.357 Revolver&amp;quot;. It is chambered in .357 Magnum. Can be modified with a &amp;quot;Cavalry&amp;quot; barrel that increases the damage by +3 and an engraved cylinder which increases its condition by +50%.&lt;br /&gt;
&lt;br /&gt;
A unique version called &amp;quot;Lucky&amp;quot; can be found in the Bison Steve casino in a safe in Primm, with a club symbol on ivory grips and an engraved black and gold finish. &amp;quot;Lucky&amp;quot; is a notable weapon as it has the fastest rate of fire of all the in-game pistols.&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|400px|Colt Single Action Army w/ 5.5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[Image:ColtSAALongBarrel.jpg|thumb|none|400px|Colt Single Action Army w/ 7.5&amp;quot; barrel known as the &amp;quot;Cavalry&amp;quot; model - .45 Long Colt]]&lt;br /&gt;
[[Image:830px-357MagnumRevolver.png|thumb|none|400px|]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] returns from [[Fallout 3]], now simply referred to as the &amp;quot;.44 Magnum Revolver&amp;quot;.  It can be modified with a heavy frame that increases its durability and a scope.  A unique nickel-plated and engraved version can be found, called the 'Mysterious Magnum'. &lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 magnum.]]&lt;br /&gt;
[[Image:S&amp;amp;W29.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 with nickel finish - .44 Magnum.]]&lt;br /&gt;
[[Image:830px-MysteriousMagnum.png|thumb|none|500px|The Courier using the Mysterious Magnum variant.]]&lt;br /&gt;
[[Image:44_revolver_heavy_frame_scope.png|thumb|none|500px|A fully modified 44. Magnum with scope and heavy frame. Note the speed loader for some reason still attached to the rear of the cylinder, clipping through the frame. This is a modeling mistake with the 3rd person model, it can be also witnessed in [[Fallout 3]].]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 12.7mm Pistol==&lt;br /&gt;
Based on the SIG-Sauer 14mm Pistol from [[Fallout]] and [[Fallout 2]] except chambered for the fictional 12.7mm intermediate round (essentially the .50BMG cartridge with shortened projectile and case length), one of the rarest ammo types in the game, it can be modified with a suppressor. A unique variant is added through the addition of the Gun Runners Arsenal DLC, called Lil Devil, is a short overall compact variant of the standard 12.7mm Pistol acting as a Holdout weapon.&lt;br /&gt;
[[Image:664px-FNV_12,7mm_Pistol.png|thumb|none|500px]]&lt;br /&gt;
&lt;br /&gt;
==N99 10mm Pistol==&lt;br /&gt;
The 10mm Pistol returns from [[Fallout 3]]. A laser sight, suppressor, and extended magazine can be added to the gun. &lt;br /&gt;
[[Image:MKIRight.jpg|thumb|none|400px|Magnum Research Desert Eagle MK I - .357 Magnum. What the N99 is based on.]]&lt;br /&gt;
[[Image:830px-Weathered10mmPistol.png|thumb|none|450px|The Weathered 10mm Pistol Variant.]]&lt;br /&gt;
[[Image:FalloutNV_2010-10-25_11-52-19-44.jpg|thumb|none|600px|FPS view of Weathered 10mm Pistol.]]&lt;br /&gt;
[[Image:FalloutNV_2010-10-25_11-54-16-90.jpg|thumb|none|600px|Clearly a model that was simply ported without being redesigned for New Vegas' iron-sight feature.  The tall peak is the front sight.]]&lt;br /&gt;
[[Image:830px-10mmpistolFull.png|thumb|none|600px|A N99 10mm Pistol with all mods.]]&lt;br /&gt;
&lt;br /&gt;
==LAPD 2019 'Blaster'==&lt;br /&gt;
The pistol from [[Blade Runner]] makes a return to the Fallout series. Called &amp;quot;That Gun&amp;quot; in-game, in reference to &amp;quot;That Gun from Fallout 1 and 2&amp;quot;, the .223 pistol.  Like its predecessor, it chambers 5.56x45mm NATO.  The Gun Runners' DLC adds a non-unique variant of this weapon, called  the &amp;quot;5.56mm pistol&amp;quot;.&lt;br /&gt;
[[Image:HERO1.jpg|350px|thumb|none|]]&lt;br /&gt;
[[Image:830px-FNVThatGun.png|thumb|none|500px|Note that the gun only has one trigger instead of two.]]&lt;br /&gt;
[[Image:223pistol.jpg|thumb|none|600px|&amp;quot;That Gun&amp;quot; in first person view.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 22/45==&lt;br /&gt;
The [[Ruger 22/45]] appears as the &amp;quot;Silenced .22 Pistol&amp;quot;, The Silenced .22 is suppressed, and will not alert enemies (who have not been shot) of your presence. It will not dismember on hit, and does less damage to limbs. Also, it is one of the two guns player can bring into casinos, the other being a Hi-Power if the player's sneak skill is not high enough to bring in larger weapons. &lt;br /&gt;
[[Image:22-45-SS big.jpg|thumb|none|400px|Ruger 22/45 pistol - .22 LR.]]&lt;br /&gt;
[[Image:830px-Silenced22Pistol.png|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
==Colt New Service*==&lt;br /&gt;
The [[Colt New Service]] appears in the first New Vegas DLC ''Dead Money'' as the &amp;quot;Police Pistol&amp;quot;. It uses .357 rounds. It is fired exclusively in single action, despite the New Service being a double action revolver. The inclusion of this pistol is a reference to ''[[Treasure of the Sierra Madre, The|The Treasure of the Sierra Madre]]'', which was a major influence for the DLC alongside the Japanese suspense film ''[[Battle Royale]]''. The weapon is extremely useful in &amp;quot;Dead Money&amp;quot; due to its extremely high critical hit ratio; it is extremely useful for killing unconscious Ghosts.&lt;br /&gt;
[[Image:DSC2866.jpg‎|thumb|none|450px|Colt New Service - .38 Special]]&lt;br /&gt;
[[File:New vegas police pistol.jpg|thumb|none|500px|&amp;quot;Police Pistol&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Magnum Research BFR==&lt;br /&gt;
The Hunting Revolver is the [[Magnum Research BFR]] (Big Frame Revolver) Chambered in .45-70 Govt'. With the addition of the Gun Runners Arsenal DLC, it adds a DLC variant which can accept modifications, this includes a 6 shot cylinder and a match barrel, decreasing weapon spread. The Ranger Sequoia is a unique version given to NCR Rangers, with a black finish, gold engraving, the NCR bear and Ranger symbol on the wood grip, a brass plate reading &amp;quot;20 Years&amp;quot; on the underside, and &amp;quot;For Honorable Service&amp;quot; and &amp;quot;Against All Tyrants&amp;quot; engraved on the different sides of the barrel.  The Fallout version differs from the real BFR by being double-action and having a swing-out cylinder, while the actual BFR is single-action and uses a loading gate.&lt;br /&gt;
[[File:BFR 45-70 1.jpg|400px|thumb|none|Magnum Research BFR - .45-70 Govt']]&lt;br /&gt;
[[File:20101124025745!HuntingRevolver.jpg|500px|thumb|none|Hunting Revolver with Scope]]&lt;br /&gt;
[[File:RangerSequoia.jpg|500px|thumb|none|'Ranger Sequoia' the unique version of the Hunting Revolver]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1*==&lt;br /&gt;
The Honest Hearts DLC introduces the [[M1911A1]] as the &amp;quot;.45 Auto Pistol.&amp;quot; Joshua Graham describes the gun as &amp;quot;designed by one of my tribe almost four hundred years ago,&amp;quot; referring to fellow LDS follower John Moses Browning. The Dead Horses, and most tribes in Zion, make extensive use of this weapon. The .45 Auto Pistol can take two upgrades: the HD Slide improves the weapon's durability, while the suppressor eliminates the gun's report. At one point, the in-game iron sights where going to be an upgrade, with the gun having default, more traditional M1911 sights, this ended up being cut and these sights are permanent on the default weapon in the final game. It holds seven rounds.&lt;br /&gt;
[[Image:M1911Colt.jpg|400px|thumb|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Honest-Heartsburing1.jpg|400px|thumb|none|Joshua Graham (The Burned Man) inspects one of many Colt M1911A1s.]]&lt;br /&gt;
[[Image:FalloutNewVegas 1911.jpg|400px|thumb|none|A Colt M1911A1 with the HD Slide and Suppressor]]&lt;br /&gt;
[[Image:Fallout New Vegas M1911A1 Original Iron-sights.jpg|400px|thumb|none|The original, unused iron sights can still be found in the game files, as seen here and can be used with mods.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Officer's ACP*==&lt;br /&gt;
Joshua Graham from the &amp;quot;Honest Hearts&amp;quot; DLC carries a unique .45 Auto pistol, a modified [[M1911 pistol series#Colt Officer's ACP|Colt Officer's ACP]] with a snakeskin-pattern grip, a trench sight, skeletonized hammer and trigger, and Greek script engraved into the slide. The script (καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει on the right side and και η σκοτια αυτο ου κατελαβεν on the left side) is a quote from the Bible (John 1:5) ''&amp;quot;And the light shineth in darkness and the darkness comprehended it not,&amp;quot;'' whence the weapon's name &amp;quot;A Light Shining in Darkness&amp;quot; is derived. In keeping with this name, the slide glows in the dark, making it easier to use in poorly lit caves and ruins. A Light Shining in Darkness holds six rounds in its magazine.&lt;br /&gt;
[[Image:Colt Officers ACP.jpg|thumb|none|350px|Colt Officers ACP - .45 ACP]]&lt;br /&gt;
[[Image:FNV_ColtCommander.jpg|thumb|none|400px|The Courier ejects a magazine from A Light Shining in Darkness]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=  &lt;br /&gt;
==10mm SMG (Heckler &amp;amp; Koch SMG-2)==&lt;br /&gt;
The 10mm SMG from [[Fallout 3]] is found on many mid level humanoid mobs such as Jackal gang members and members of the Kings. It can also be found as level adjusted loot in gun lockers once you're at a high enough level. It bares a distinct resemblance to the [[MP5#Heckler &amp;amp; Koch SMG|Prototype]] from the Defunct H&amp;amp;K SMG Programme, though the pistol grip and trigger guard are that of the [[Thompson]] line of submachine guns.&lt;br /&gt;
Although the in game description for the 10mm SMG lists a high DPS it shares the common weakness of most shotguns and automatic weapons in Fallout New Vegas in that much of its theoretical power is negated by the new Damage Threshold system. In addition to losing much of its damage, the high spread of this weapon requires you to be at close ranges for all of the rounds fired to impact on the target.&lt;br /&gt;
Keeping these limitations in mind, it can be highly effective in certain situations. It can be an ideal sneak attack weapon if you have a high enough Sneak skill to get in to point blank range. Coupled with the Run 'n Gun perk you can &amp;quot;kite&amp;quot; melee enemies by backing away just out of their reach. Against ranged attackers you can fire a shot, duck around a corner or behind cover then ambush them at point blank range as they run up to you. &lt;br /&gt;
&lt;br /&gt;
The Gun Runners DLC adds a unique variant known as &amp;quot;Sleepytime&amp;quot; which has an integral suppressor and greater damage and rate of fire. It is also a Holdout weapon that can be carried into Casinos and is the ONLY Automatic Holdout weapon available.&lt;br /&gt;
[[Image:HK SMG 2.gif|thumb|none|400px|Heckler &amp;amp; Koch SMG-2 - 9x19mm]]&lt;br /&gt;
[[Image:719px-10MMSMG.png|thumb|none|500px|10mm SMG]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
An [[M3 Grease Gun]] appears in the game, scaled down so it can be held one-handed, and re-chambered for 9x19mm. Called the &amp;quot;9mm SMG&amp;quot; in-game. It can be modified with a SMG Drum that increases the capacity by 30 rounds and a Light Bolt that increases the rate of fire. &lt;br /&gt;
&lt;br /&gt;
If one goes to the Wins Hideout near Westside, the unique version of the &amp;quot;9mm SMG&amp;quot; can be acquired, &amp;quot;Vance's 9mm submachine gun&amp;quot;, with a pristine black finish, wood or bakelite grips, no stock, express-type sights, and a drum magazine. &lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|500px|M3 &amp;quot;Grease Gun&amp;quot; .45 ACP.  The later model M3A1 would eliminate the crank lever for cocking the bolt, and instead used a simple hole in the bolt for the shooter to use their finger.]]&lt;br /&gt;
[[Image:830px-9mmsmg.png.png|thumb|none|550px|&amp;quot;9mm SMG&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==American-180==&lt;br /&gt;
A .22-caliber SMG with a pan magazine and integral suppressor, but the stock is removed. The [[American-180]] can be upgraded with a larger drum magazine that increases capacity by 60 rounds. It can be found on Fiend raiders in Vault 3 and Gomorrah Bank Guards.&lt;br /&gt;
[[Image:78132610.x5R82Yxu.jpg|thumb|500px|none|American-180 - .22 LR]]&lt;br /&gt;
[[Image:830px-Silenced22SMG%20(1).png.png|600px|thumb|none|]]&lt;br /&gt;
&lt;br /&gt;
==Thompson Sub-Machine Guns==&lt;br /&gt;
Two variants of the Thompson SMG series appear in game, one as an energy weapon, the other as a conventional slug-thrower.&lt;br /&gt;
&lt;br /&gt;
===M1928 Thompson===&lt;br /&gt;
An [[M1928 Thompson]] modified to be an energy weapon appears as the ''Laser RCW''. It also resembles the Tommy Gun-esque laser guns from the TV show ''Futurama'', as evidenced by the three glowing green rings at the end of the barrel. It holds 60 Electron Charge Packs in a drum and can be modified with a Recycler attachment, which replenishes 1 shot per 4 fired.  In addition, on the rear portion of the receiver, it has a rail top carry handle based on the H&amp;amp;K [[G36C]]'s. &lt;br /&gt;
[[Image:M1928.jpg|thumb|none|500px|M1928 &amp;quot;Tommy Gun&amp;quot; with 50-round drum magazine - .45 ACP. Made famous through countless classic gangster movies.]]&lt;br /&gt;
[[Image:FalloutNVLaserRCW.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
===Thompson M1A1 Submachine gun*===&lt;br /&gt;
The [[M1A1 Thompson]] appears as the ''.45 Auto SMG'', introduced in the &amp;quot;Honest Hearts&amp;quot; DLC.  It can be modified with a new magazine well to accept the M1921/M1928 50-round drum magazines, as well as a Cutts compensator to reduce spread under sustained fire. The weapon is used heavily by the White Legs tribe.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|500px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:FONV-Thompson-submachine gun with both modifications.jpg|thumb|none|500px|M1A1 Thompson from the game with 50-Round Magazine and Cutts Compensator.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[M16#Colt Carbine/Model 653/Model 727/Model 733|Colt Model 733]] appears as &amp;quot;Assault Carbine&amp;quot; with a 20-round magazine and a very high rate of fire. It can be upgraded to hold 30 rounds. With the addition of the Gun Runners Arsenal DLC, the Assault Carbine features additional modifications such as a Forged Receiver which increases the weapons durability and a light bolt which increases rate of fire.   Possible Companion Lily Bowen's personal Assault Carbine is fitted with a suppressor, which is not available as a mod for either of the 2 playable Assault Carbine variants.&lt;br /&gt;
[[Image:Colt Model 733.jpg|thumb|none|500px|Colt Model 733 - 5.56x45mm]]&lt;br /&gt;
[[Image:830px-FNVAssaultCarbine.png|thumb|none|600px|An Assault Carbine with no mods.]]&lt;br /&gt;
[[Image:830px-FNVAssaultCarbine_extended_mag.png|thumb|none|600px|An Assault Carbine with all mods.]]&lt;br /&gt;
[[Image:MilitalyassaultrifleFallout.PNG|thumb|none|500px|A player lets it rip with his Assault Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
There are 2 variants of this rifle in the game, but basically they both look like the [[M16 rifle series#Colt Model 933|Colt Model 933]] with SIRS rails and a PRS stock. They both have a low-power ACOG-style scope. The unique variant is painted with woodland camouflage. The standard variant is called the Marksman Carbine and the unique is called the ''All American''. Like the Service Rifle, both these rifles lack the charging handle on the rear, which is located on the moving bolt on the right side where the brass ejects instead. The All American is found only in the armory at the bottom of the irradiated-, ghoul-infested Vault 34 located east of New Vegas. It has a woodland camo finish, a 24-round magazine, and the 82nd Airborne division badge on the magazine well.&lt;br /&gt;
[[Image:colt m933 03.jpg|thumb|500px|none|Colt Model 933 carbine with M68 Aimpoint scope and Surefire M900 weaponlight foregrip. This one is also fitted with a M468 SIR style handguard - 5.56x45mm]]&lt;br /&gt;
[[Image:MarksmanrifleFONV.jpg|thumb|none|600px|The Standard Marksman Carbine.]]&lt;br /&gt;
[[Image:MarksmanrifleAAFONV.jpg|thumb|none|600px|The Unique &amp;quot;All American&amp;quot;.]]&lt;br /&gt;
[[Image:MarksmanrifleAAFPSFONV.jpg|thumb|none|600px|A player stares off at distant New Vegas, holding the &amp;quot;All American&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A1==&lt;br /&gt;
NCR soldiers wield the [[M16A1]], which is called the &amp;quot;Service Rifle&amp;quot; in-game. It is chambered for 5.56x45mm NATO and is semi-auto only. It features wood furniture instead of the nylon-plastic furniture typical of real M16s. The upper receiver has a forward assist and a case deflector. Like all of the other M16 derivatives in this game, the Service Rifle's charging handle is located on the side of the receiver, between the forward assist and the ejector port. Can be modified with a forged receiver that increases its durability and upgraded springs that increase its fire rate. An aperture sight and bayonet are included in the files, but not implemented. &lt;br /&gt;
&lt;br /&gt;
A unique Service Rifle called the Survivalist's Rifle appears in the Honest Hearts DLC. It was the weapon of a US Army serviceman who fled to Zion Canyon after the Great War. In-game lore describes the weapon as a &amp;quot;U.S. Checkpoint Guard Carbine built around the 12.7mm caliber, to offer guards firepower necessary to intercept anyone attempting to breach a checkpoint, regardless of equipment.&amp;quot; It is based on the AR-15 [[Alexander Arms .50 Beowulf|.50 Beowulf]] upper receiver tested for US serviceman to stop vehicles at checkpoints. It features a blocky heat shield somewhat reminiscent of the M16 LSW/LMG, but has numerous makeshift repairs along the body work and a damaged front sight. The words ''Stop'' and ''Arrêt!'' are scrawled onto the stock of the weapon, a stamp on the receiver reads &amp;quot;PROPERTY OF U.S. GOVT CHKPNT CARBINE 12.7MM CAL,&amp;quot; and a stamp above the trigger reads &amp;quot;LONG BRANCH ARSENAL ONTARIO, USA TERRITORY.&amp;quot;&lt;br /&gt;
[[File:M16A1 Wood Furniture.jpg|thumb|none|550px|Custom M16A1 with wooden furniture - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FNV_Service_Rifle_All_Receiver.png|thumb|none|650px|A service rifle model with all the mods, excluding cut content.]]&lt;br /&gt;
[[Image:FNV_Service_Rifle_All.png|thumb|none|650px|A service rifle model with all the mods, including cut content.]]&lt;br /&gt;
[[Image:830px-85767315.png|600px|thumb|none|A player using the Service Rifle.]]&lt;br /&gt;
[[Image:FONV Survivalist's rifle.jpg|600px|thumb|none|The unique Survivalist's Rifle featured in the Honest Hearts DLC.]]&lt;br /&gt;
[[Image:Arretriflefiring.jpg|650px|thumb|none|A player using the unique Service Rifle, the Survivalist's Rifle, featured in the Honest Hearts DLC.]]&lt;br /&gt;
&lt;br /&gt;
==PGM Ultima Ratio 'Hecate II'==&lt;br /&gt;
The [[PGM Ultima Ratio 'Hecate II']] appears in Fallout: New Vegas as the .50 caliber &amp;quot;Anti-Materiel Rifle&amp;quot;.  It's the only rifle in the game to use the .50 BMG round and is the most powerful bullet-firing weapon, capable of killing Deathclaws in only a few shots. A variant added through the Gun Runner's Arsenal DLC, gives it the capability to mount modifications such as a Carbon Fibre body which decreases weight, a custom bolt increasing rate of fire and a suppressor which doesn't actually suppress gun noise but merely lowers and muffles the guns extremely loud report to a more comfortable level. The rifle is very rare, usually found on NCR Veteran Rangers.&lt;br /&gt;
[[Image:PGMHecateII.jpg|600px|thumb|none|PGM Ultima Ratio 'Hecate II' - .50 BMG]]&lt;br /&gt;
[[Image:Anti-material_rifle.png|thumb|none|650px|The Anti-Material Rifle.]]&lt;br /&gt;
[[File:FNVultimaratio.JPG|thumb|none|500px|A Veteran Ranger fires the PGM Ultima Ratio in the intro.]]&lt;br /&gt;
&lt;br /&gt;
==Varmint Rifle==&lt;br /&gt;
Bolt action rifle chambered in 5.56; holds 5 rounds. It can be upgraded with 8-round extended magazines, a night vision scope and a suppressor. There is a unique variant called the &amp;quot;Ratslayer&amp;quot; which features all the Varmint's upgrades along with a black polymer stock featuring a stylized mole rat skull and 69 (heh) tally marks on the rear right. The Varmint Rifle is very common early in the game and is given to you for free by the character Sunny Smiles.&lt;br /&gt;
[[Image:VarmintRiflePose.png|600px|thumb|none|]]&lt;br /&gt;
[[Image:830px-Varmintrifle.png|thumb|600px|none]]&lt;br /&gt;
[[Image:FONV Ratslayer.jpg|thumb|none|600px|The unique &amp;quot;Ratslayer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
The [[M1 Garand]] was supposed to appear in Fallout: New Vegas as the &amp;quot;Battle Rifle&amp;quot;, but withheld from the final product. However, its unique variant was left in, called ''This Machine'' (as in Woody Gunthrie's 'This Machine Kills Fascists'; 'Well This Machine Kills Commies' is inscribed on the left side of the gun). The rifle has been rechambered to fire .308 Winchester / 7.62x51mm NATO. It has poor accuracy, but high damage and rate of fire. The Gun Runners' Arsenal DLC released in September of 2011 re-added the non-unique variant into the standard game.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand semiautomatic rifle - .30-06]]&lt;br /&gt;
[[Image:Newvegasgarand.PNG|thumb|none|600px|A player takes on some Securitron Robots with &amp;quot;This Machine&amp;quot;.]]&lt;br /&gt;
[[Image:garand_New_Vegas.jpg|600px|thumb|none|The courier wanders into Freeside with his rifle slung across his back.]]&lt;br /&gt;
[[Image:830px-ThisMachineFNV.png|600px|thumb|none|The in-game model for the Unique &amp;quot;This Machine&amp;quot; rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1886==&lt;br /&gt;
The [[Winchester 1886]] appears as the Cowboy Repeater, it takes 357. Magnum ammunition and it can take down light armoured enemies from a distance and is pretty common mid-game. &lt;br /&gt;
&lt;br /&gt;
There is a special variant, called La Longue Carabine fitted with a scope, engraved stock and Octagon Barrel, but it reloads like the [[Henry 1860]] in [[Fallout 3]] (which is done by opening the muzzle-end of the mag tube and then inserting rounds in) as the La Longue's model lacks the 1886's loading port on the receiver. The La Longue Carabine is found on Corporal Sterling at Camp McCarran.&lt;br /&gt;
[[Image:1886wcf.jpg|thumb|550px|none|Winchester 1886 - 45-70 Govt]]&lt;br /&gt;
[[Image:800px-CowboyRepeaterStandard.jpg|thumb|none|600px|The standard rifle in-game.]]&lt;br /&gt;
[[Image:CowboyRepeaterMapleBrassLong.jpg|thumb|none|600px|When the rifle is fully modified, it has a brass plating, a maplewood finish, and the extended feeder tube.]]&lt;br /&gt;
[[Image:CowboyRepeatersAll.jpg|thumb|600px|none|All variations of the Winchester 1886]]&lt;br /&gt;
[[Image:830px-La_Longue_Carabine.png|thumb|600px|none|The in-game model for the La Longue Carabine.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears in game as the &amp;quot;Trail Carbine&amp;quot;, and fires .44 Magnum. It can only be modified with a scope, but is incredibly powerful. It can be found in places such as Bonnie Springs or Red Rock Canyon.&lt;br /&gt;
[[Image:MarlinModel336C.jpg‎|thumb|none|500px|Marlin 336C Carbine - .30-30 Carbine]]&lt;br /&gt;
[[Image:830px-TrailCarbine.png|thumb|none|600px|The in-game model of the Trail Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==Hunting Rifle==&lt;br /&gt;
The Hunting Rifle makes a comeback in Fallout: New Vegas, but the rifle now has proper iron sights and chambers .308 Winchester. Most likely based off the Winchester Model 70. It can be modified with high-cap 10 round magazines, a Custom Action that reduces the re-chambering delay, and a high-power scope for those long-range shots. &lt;br /&gt;
&lt;br /&gt;
A unique variant added through the Gun Runner's Arsenal DLC, is called the &amp;quot;Paciencia&amp;quot; (Spanish for Patience), boasting has extra damage and reliability, but aptly-named due to a reduced magazine capacity of 3 rounds, making patience a virtue, and each missed shot even more punishing than with the regular rifle. It is also much different than the normal version as it isn't as beaten up as the normal version, it also has a Mexican flag wrapped around the stock as a makeshift cheek rest and a gold bead sight.&lt;br /&gt;
[[Image:Pre64WinModel70.jpg|thumb|none|500px|Pre-1964 Winchester Model 70 - .30-06]]&lt;br /&gt;
[[Image:830px-HuntingRifleAllMods.jpg|thumb|none|600px|This is the Hunting Rifle when fully modified.]]&lt;br /&gt;
&lt;br /&gt;
==Brush Gun==  &lt;br /&gt;
The rifle of the New California Republic (NCR) veteran ranger, as well as Legion Assassins, the Brush Gun is a lever action rifle firing .45-70 Gov't ammunition. According to the 3D modeler at Bethesda, &amp;quot;The Brush Gun is not based on one gun specifically, but guns like the [[Winchester Model 1886]] and Marlin Guide Gun,&amp;quot; alhough it appears to be based solely on the [[Marlin Model 1895]]. Its forged receiver modification, however, does resemble the receiver of a Model 1886. &lt;br /&gt;
&lt;br /&gt;
The Gun Runner's Arsenal DLC adds a unique variant known as the &amp;quot;Medicine Stick&amp;quot;, which is superior to the regular Brush Gun in nearly every aspect, and features a much less intrusive ghost ring sight and has a stainless steel or nickel finish on the reciever. It also has a dream catcher on its stock.&lt;br /&gt;
[[Image:Zoom 1895.jpg|thumb|none|500px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
What appears to be an [[FN Minimi]] with wooden [[M60]] style hand guards and wooden pistol grip. It seems it has some kind of magazine instead of an side-inserted belt. It can be modified with a Light MG expanded drum that increases capacity from 90 rounds to 200 rounds. Fires the standard 5.56 in the game. It can be found either on NCR Heavy Troops at Hoover Dam, or in the deathclaw filled Quarry Junction &lt;br /&gt;
&lt;br /&gt;
The Gun Runners Arsenal DLC adds a unique variant known as the Bozar, previously seen in Fallout 2. The rifle, described as the &amp;quot;ultimate refinement of the sniper's art&amp;quot;, has a light stainless or nickel finish, a scope, a lengthened barrel, a unique solid stock, and a 30 round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:M249Minimi1stPattern.jpg|thumb|none|500px|M249 (first pattern U.S. adopted variant of the original FN Minimi) - 5.56x45mm]]&lt;br /&gt;
[[Image:830px-LMGG.png|600px|thumb|none]]&lt;br /&gt;
[[Image:FONV Bozar.jpg|600px|thumb|none|The unique &amp;quot;Bozar&amp;quot; variant of the FN Minimi from Fallout New Vegas' Gun Runners Arsenal DLC.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle*==&lt;br /&gt;
The [[Browning Automatic Rifle|M1918A2 Browning Automatic Rifle]], modified with a pistol grip more commonly seen on the BAR's European variants, appears in the first DLC for New Vegas, ''Dead Money'' as the &amp;quot;Automatic Rifle&amp;quot;, firing .308 rounds.&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|500px|Browning Automatic Rifle M1918A2 - .30-06]]&lt;br /&gt;
[[Image:FONV BAR.jpg|thumb|none|650px|&amp;quot;Automatic Rifle&amp;quot;. Note: the wood part above the handguard is the carrying handle.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870 Field Gun==&lt;br /&gt;
The [[Remington 870|Remington 870 Field Gun]] (with the magazine tube cap of a Winchester) appears as the &amp;quot;Hunting Shotgun&amp;quot;. It starts off with a capacity of 5 shots, but it is possible to upgrade the capacity to 8 with an upgrade. The shotgun can also be upgraded with a shotgun choke that decreases the spread of each shot. &lt;br /&gt;
&lt;br /&gt;
The unique version, the Dinner Bell, has synthetic camo furniture and is the most accurate scattergun style weapon in-game. Dinner Bell is a reward for a quest done by Red Lucy, who runs The Thorn.&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|550px|Remington 870 Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 Gauge.]]&lt;br /&gt;
[[Image:830px-HuntingShotgun%20(1).png.png|thumb|600px|none|The Hunting Shotgun.]]&lt;br /&gt;
[[Image:FONV DinnerBell.jpg|thumb|600px|none|The &amp;quot;Dinner Bell&amp;quot; unique variant of the Remington 870 Field Gun. Note the camouflage, which appears to be Mossy Oak Shadow Grass, a camo specifically designed for duck hunting.]]&lt;br /&gt;
&lt;br /&gt;
==Over-and-Under Shotgun==&lt;br /&gt;
A 20-Gauge double-barrel shotgun called the &amp;quot;Caravan Shotgun&amp;quot; appears in game; if you pre-ordered the 'Caravan Pack' version of New Vegas, you could get a 'Sturdy' Caravan Shotgun which is more resistant to wear-and-tear, with duct tape around the stock and a crack in the forend. The gun itself appears to be an 'over-and-under' style; visually, it bears resemblance to a Winchester Model 101, though the Model 101 is chambered for 12-Gauge shells, not 20. The &amp;quot;Caravan Shotgun&amp;quot; can serve as a decent shotgun mid-game and is commonly found on, fittingly, Crimson Caravan guards.&lt;br /&gt;
[[Image:U_Shottie_New_Vegas.jpg|600px|thumb|none|The over and under being used by a caravan guard]]&lt;br /&gt;
&lt;br /&gt;
==Hawk Semi-Auto Tactical==&lt;br /&gt;
A drum-magazine fed semi-automatic shotgun based on the [[Hawk shotgun series#Hawk Semi-Auto|Hawk Semi-Auto Tactical]], sans the &amp;quot;tactical&amp;quot; features and with a wooden pistol-grip and handguard, appears as the &amp;quot;Riot Shotgun&amp;quot;. A rare find in the Mojave, usually being found on specific troops at Hoover Dam, or on Gomorrah Bank Guards.&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|500px|Hawk Semi-Auto Tactical - 12 Gauge]]&lt;br /&gt;
[[Image:830px-RiotShotgun%20(1).png.png|thumb|none|600px|The in-game model for the &amp;quot;Riot Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1887==&lt;br /&gt;
This [[Winchester Model 1887|Winchester 1887]] differs from the real life model and it's fed with 20-gauge shells instead of 12 or 10-gauge shells. The animation for ejecting shells are poorly done that it appears to be coming from the gun itself and not really the bottom. The &amp;quot;Lever-Action Shotgun&amp;quot;, as it is called in game, serves as a stop-gap for players between the Caravan and Hunting shotguns. &lt;br /&gt;
[[Image:M1887_Airsoft.jpg|thumb|none|450px|Winchester Model 1887 airsoft replica.]]&lt;br /&gt;
[[Image:830px-ScreenShot37png.png.png|thumb|none|600px|Winchester 1887 in the game, Note that it is modeled after the one from [[Terminator 2]].]]&lt;br /&gt;
&lt;br /&gt;
==New England Pardner==&lt;br /&gt;
The [[New England Firearms Pardner]] is used by members of the Powder Gangers and lower level enemies. Called &amp;quot;Single Shotgun&amp;quot; in game.&lt;br /&gt;
[[Image:NewEnglandpardner.jpg|thumb|none|500px|New England Pardner shotgun in 20ga]]&lt;br /&gt;
[[Image:830px-ScreenShot34png.png|600px|thumb|none|The in-game model for the Pardner.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] is called the &amp;quot;Grenade Rifle&amp;quot;, with a unique version called &amp;quot;Mercenary 40mm Grenade Rifle&amp;quot; available as a pre-order bonus. Regular version can be upgraded with a longer barrel for longer range. There is also another special variant called &amp;quot;Thump-Thump&amp;quot; found in Nellis Array next to a skeleton on the bottom floor, with a drawing of an angry beaver holding a rifle on the stock. ''Lonesome Road'' adds the Red Victory, with a stock painted to resemble the Chinese flag, and the Great Bear grenade rifle, which has a blue grip and forend and a white Army star on the grip.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|500px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:M79_New_Vegas.jpg|500px|thumb|none|A Mercenary stands equipped with an M79]]&lt;br /&gt;
[[Image:M79_New_Vegas2.jpg|600px|thumb|none|A player prepares to reload his M79, after his round hits it's mark.]]&lt;br /&gt;
[[Image:830px-GrenadeRifleUniqueFNV.png|thumb|none|600px|&amp;quot;Thump-Thump&amp;quot;, note the beaver holding an [[M1 Garand]].]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]] is called the &amp;quot;Grenade Launcher&amp;quot; ingame. It uses standard 40mm shells, and can be bought at Gun Runners and found on most Boomers at higher levels.&lt;br /&gt;
A modified one called the &amp;quot;Holorifle&amp;quot; appears in the ''Dead Money'' DLC, with a futuristic short-range scope and various electronic pieces to convert the weapon to a microfusion cell-based energy weapon, firing some kind of odd hard light projectiles. The &amp;quot;Holorifle&amp;quot; is given to the player once they arrive at the Sierra Madre.&lt;br /&gt;
[[Image:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|400px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[Image:830px-Grenade_rifle.png|thumb|none|600px|The in-game render of the &amp;quot;Grenade Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:Holorifle.jpg|thumb|none|600px|The in-game model of the &amp;quot;Holorifle&amp;quot; variant]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M84 Stun Grenade*==&lt;br /&gt;
The [[M84 stun grenade]] is added in &amp;quot;Lonesome Road&amp;quot;. Referred to as &amp;quot;Flash Bang&amp;quot;.&lt;br /&gt;
[[Image:M84stun.jpg|thumb|none|M84 stun grenade]]&lt;br /&gt;
[[Image:FNV Stun.jpg|thumb|none|600px|An M84 stun grenade in Fallout: New Vegas.]]&lt;br /&gt;
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{{Template:Fallout Series}}&lt;br /&gt;
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[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:List_of_firearms_used_by_British_Armed_Forces&amp;diff=927124</id>
		<title>Talk:List of firearms used by British Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:List_of_firearms_used_by_British_Armed_Forces&amp;diff=927124"/>
		<updated>2015-06-02T04:23:53Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Beaumont–Adams revolver */&lt;/p&gt;
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&lt;div&gt;Once again, much like in the now-vastly-improved Russian weapons page, feel free to contribute as much as you'd like. The format is all together, and I'll periodically update the page myself, as well. --[[User:Dirty Harold|Dirty Harold]] 19:09, 31 July 2012 (CDT)&lt;br /&gt;
:I'll add some stuff. In the case of weapons that are used by the SAS/SBS/whatever I would just list them as UKSF as that is the umbrella that they all fall under, and they all use the same pool of specialist weapons. --[[User:Commando552|commando552]] 18:23, 31 July 2012 (CDT)&lt;br /&gt;
::Yeah, I thought about the UKSF thing too. [[User:Dirty Harold|Dirty Harold]] 19:40, 31 July 2012 (CDT)&lt;br /&gt;
:::Massive respect too whoever created this, I've been waiting for something like this for a while! I'll try and contribute as best as I can. @Commando552, something you might wanna add is the H&amp;amp;K MP5A3 and MP5KA1, as used by the SAS/SBS/Royal Marines/Paratroop Regiment. As for out of service, as far as I'm aware, the SAS WERE issued Walther PPKs as a backup, however, I am unsure as to whether this is still in use by them. I know an AR-15 CQB type rifle is in use by the Pathfinder Regiment, Royal Military Police and Army Security Guard Regiments. The MP5KA1 is also used by Infantry drivers and Pilots. Hope this helps. [[User:Fixer|Fixer]]&lt;br /&gt;
::::Just added the SMGs. The problem is that there is not really any documentation about what the special forces use, it is more just what you can see them with in the rare photo or hear about through the grapevine. I believe the PPK is still on the books, although maybe not used, as there have been EFRs (Equipment Failure Reports) sent in for the PPK as recently as 2007, so someone was apparently using it then. As for the CQB AR-15, are you talking about the L119A1 which is a C8 SFW? If so I wasn't aware of the Pathfinders using this, I thought they used a C7 (for some reason i think 300 were bought but have no source for this, the number is just in my head) along with the Royal Marines Brigade Patrol Troop (as seen [http://webarchive.nationalarchives.gov.uk/+/http://www.operations.mod.uk/veritas/img/veritas/45cdogp/jacana_stonehouse01_hr.jpg here]). They may have switched to the L119A1 by now to standardise (this was originally only used by the SAS/SBS but has been spreading out throughout the services) but a few years ago they still has the C7s. Have also seem them using M16A1s with A2 handguard which I'm assuming migrated over from UKSF. Where did you get the thing about drivers and pilots having MP5KA1s, have never seen or heard anything about that. Also, what do you mean by &amp;quot;Army Security Guard Regiments&amp;quot;?  --[[User:Commando552|commando552]] 19:05, 31 July 2012 (CDT)&lt;br /&gt;
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So we're not putting the LMT into this? [[User:Excalibur01|Excalibur01]] 20:00, 31 July 2012 (CDT)&lt;br /&gt;
:This page is very far from done (I'm off to bed now so if anyone else wants to try and help finish it of be my guest), but more importantly the L129A1 hasn't appeared in anything yet has it? if not then it shouldn't be on the site so shouldn't be here.  --[[User:Commando552|commando552]] 20:16, 31 July 2012 (CDT)&lt;br /&gt;
::I think that if there is a gun used by the British, but doesn't have an Imfdb page, it should be listed here. This is a list of Guns used by the British Armed Forces, not a list of guns ''on Imfdb'' used by British Armed Forces. --[[User:SmithandWesson36|SmithandWesson36]] 21:03, 31 July 2012 (CDT)&lt;br /&gt;
:::I was under the impression that these pages ARE a list of guns used by the British Army that appear on IMFDB as an aid to ID-ing and working out if something is anachronistic/inaccurate. --[[User:Commando552|commando552]] 04:31, 1 August 2012 (CDT)&lt;br /&gt;
:::That's exactly what it is, a list of guns ''on IMFDb'' used by the British Armed Forces. We're a wiki about guns in media, not a general gun encyclopedia. These &amp;quot;firearms used by [insert organization name]&amp;quot; pages are already bleeding toward the latter as is, IMO. If one wants a complete list of all guns used by the Brits, Wikipedia has a template listing as such at the bottom of various pages [http://en.wikipedia.org/wiki/L85]. [[User:Spartan198|Spartan198]] 15:44, 26 August 2012 (CDT)&lt;br /&gt;
@Commando552 Yeah mate, it's not unheard of for UKSF to use the Walther, as I believe it used as a backup. Yeah the L119A1 is what I meant - that sort of weaponry has been used by Pathfinders (to my knowledge) in Afghanistan on patrols, due too compact size (I believe). I cannot speak for the RM, but seeing as the Brigade Patrol Group are a recon regiment (like the Pathfinders) it would make sense, as they favor compact weaponry. As for pilots/drivers, I read somewhere that they had, however after re-reading the same article, they do not, it was just my error of skim reading over the words &amp;quot;pilots&amp;quot;, &amp;quot; infantry drivers&amp;quot; and &amp;quot;MP5K&amp;quot;. I do apologize for the confusion on the pilots part, but I do believe they carry a sidearm. In combat, Infantry drivers were known to be issued an MP5 of some sort. I assumed it was the A1 due to the fact it is easy to conceal and easy to draw (due to the sights), in case of contact. The Army Security Guards (Military Provost Guard Service) have been known too use a CQB AR-15 during in VIP close protection, too the best of my knowledge. As for the M16A1s with the A2 handguard, to the best of my knowledge, I cannot recall hearing or seeing any branch of the UK military using it in my time, but I may be wrong.  However, I will double check the info and will get back too you. Apologizes for any confusion. [[User:Fixer|Fixer]]&lt;br /&gt;
:The Pathfinders and BPT were still using the C7 in Afghanistan, there are quite a few photos of it, but my guess is that they may have phased it out now that the L119A1 is becoming more widespread. The only reason they adopted the C7 in the first place is that at the time the L85 was incapable of taking an UGL, so they wanted a rifle they could mount an M203 on. I don't think the MPGS do use the L119A1 as they have no close protection role, that is the Royal Military Police who tend to use the short barrelled version of the L119A1. Now that you say that about the MP5 for drivers and pilots that clicks something in my brain, but I think they actually used the MP5A3 not the MP5K. However this is not the case anymore, with them either using the L22A2 or the L119A1. Also, [http://www.mega-tapety.info/resize/militaria-zolnierze-2560-1920-1706.jpg here] is a photo of a couple of BPT marines, note that the one on the right has an A2 handguard but no brass deflector.  --[[User:Commando552|commando552]] 04:31, 1 August 2012 (CDT)&lt;br /&gt;
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Why is there a 'Flamethrower' section? To my knowledge, the British Army has-and will never use-flamethrowers. It's just not the done thing. Alasdair.&lt;br /&gt;
* They did use the [[No. 2 Portable Flamethrower]] during WW2 --[[User:Crackshot|Crackshot]] 07:28, 01 August 2012 (GMT)&lt;br /&gt;
:Flamethrower in this context also refers to any rocket-based incendiary weapon (i.e. the US FLASH launcher). --[[User:Dirty Harold|Dirty Harold]] 07:44, 1 August 2012 (CDT)&lt;br /&gt;
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This might only be my imagination but i thought the Accuracy International AW was named L96?&lt;br /&gt;
:Almost. The L96A1 is the Accuracy International PM. The Arctic Warfare is the L118A1.[[User:The Wierd It|The Wierd It]] 03:05, 1 August 2012 (CDT)&lt;br /&gt;
::There is  A LOT of confusion about the L96 designation, mainly because in some sources the Army gets it wrong. In some places they incorrectly call the L118A1 the L96A1, so they then work backwards to say that the original PM was just the L96, despite the fact that this isn't how British designations work, always having an A1 at the end.  --[[User:Commando552|commando552]] 04:11, 1 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== L22A1/A2 ==&lt;br /&gt;
&lt;br /&gt;
The version of the L22 that is currently issued is actually referred to as the A2 variant, despite what the L85 page says. It has the &amp;quot;HK A2&amp;quot; markings on it, and MOD documents refer to it as the L22A2. I think part of the confusion is the fact that the receiver markings are A1 as they are built from scavenged L86A1 receivers. I think the L22 prototype is now retroactively refereed to as the L22A1, although it was not called this at the time.  --[[User:Commando552|commando552]] 03:40, 2 August 2012 (CDT)&lt;br /&gt;
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I'm relatively sure it is issued as the L22A1 as they are still the first version adopted and have not been upgraded as they were adopted post h&amp;amp;k upgrades off the SA80 family. [[User:Blackguinepig|Blackguinepig]] ([[User talk:Blackguinepig|talk]]) 15:48, 16 January 2013 (EST)&lt;br /&gt;
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That is logical from one perspective, but like I said above, that is what it is referred to as in MOD documents, and A2 is stamped on the weapon. You could argue that it is the second version of the weapon as it is a modified version of the earlier AFV variant, which has retroactively been referred to as the L22A1 in MOD documentation despite the fat that it never had this designation in service.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:58, 16 January 2013 (EST)&lt;br /&gt;
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== Miniguns ==&lt;br /&gt;
&lt;br /&gt;
OK, I think I may have stuffed things a bit with the minigun entry, since searching http://www.defenceimagery.mod.uk for &amp;quot;minigun&amp;quot; shows both GAU-17s and M134s with DA flashhiders. [[User:The Wierd It|The Wierd It]] 11:19, 3 August 2012 (CDT)&lt;br /&gt;
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:I wouldn't worry too much about it, there is a random mix of miniguns used by the RAF and RN. As far as I have seen, the majority have a 2 flange barrel clam with either a solid or slotted flash hider, whilst some have a 4 flange clamp with slotted flash hider (like the GAU-17/A). The two flange with the solid flash hider would be a Dillon, but don't know what the 2 flange with the slotted flash hider would be. Not sure, but i think this may be a Dillon as well, as I believe the early Dillon barrel clamps had the slots before they decided it was more effective without them.  --[[User:Commando552|commando552]] 18:37, 3 August 2012 (CDT)&lt;br /&gt;
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Fantastic site, great job, hoping i can add where i can. As far as minigun goes, 657 Sqn AAC doesn't carry them, and never has done.&lt;br /&gt;
--[[User:Ryanjamesh|Ryanjamesh]] ([[User talk:Ryanjamesh|talk]]) 19:07, 12 May 2015 (EDT)Ryanjamesh&lt;br /&gt;
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== This just in... ==&lt;br /&gt;
&lt;br /&gt;
I'm currently scrambling to find verifiable sources for all this but apparently the Glock 17 Generation 4 with an added manual safety has been adopted to formally replace the L9A1. At the moment the only source I have is [http://www.arrse.co.uk/weapons-equipment-rations/186621-new-service-pistol.html this one], which is of questionable veracity until I see anything official. Thoughts? [[User:The Wierd It|The Wierd It]] 06:43, 26 August 2012 (CDT)&lt;br /&gt;
:I think [http://www.thefirearmblog.com/blog/2009/09/17/dsei-09-glock-17-with-thumb-safety/ this] is the gun in question (this is a 3rd gen but shows the safety), was put forward a few years ago but wasn't adopted and the MOD continued to buy SIGs. However I think this is now a monetary issue, with the MOD wanting a larger number of soldiers to be carrying a pistol and the Glock being probably less than half the price of a SIG. I would prefer them to keep the SIG as I prefer the trigger and the general feel of a SIG, but I can understand them going with the Glock 17 with this manual safety as it has pretty much the same position as the safety on the SA80 guns, and is also probably more idiot proof than a SA/DA gun with a decocker, which is a plus when you are looking for a gun which will be more widely issued.  --[[User:Commando552|commando552]] 08:38, 26 August 2012 (CDT)&lt;br /&gt;
::Although looking back through the thread I think the Glock submitted for the trails in question didn't have the extra safety, which would bring the cost down a bit more. Plus the SIG was only a UOR anyway.[[User:The Wierd It|The Wierd It]] 08:44, 26 August 2012 (CDT)&lt;br /&gt;
:::The [http://www.bbc.co.uk/news/uk-20978842 BBC article] I read implied that it did not have a manual safety. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:50, 11 January 2013 (EST)&lt;br /&gt;
::::It doesn't; it's just a vanilla GEN4. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 13:01, 11 January 2013 (EST)&lt;br /&gt;
OK, it's apparently official now; there's an item on the Defence Imagery database's News section about it. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 09:56, 10 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:Anyone know what the [http://www.defenceimagery.mod.uk/fotoweb/cmdrequest/rest/preview.fwx/Emb_DES-2013-003-0184.jpg?rt=1&amp;amp;f=A81D8793137680C0E66D08E8E606BD1F11732CAD1490F960D1DA871986B1F9663B985DAF6425EE16CAAA2B3AA2B030D852712EB1B11DAC16E9CD46A292732506240FA4CE69847E5B34196B04A1F6CBBB4B67DD2723BC6E1EF145AC4CF1573623EDE94D9F55FA41C813CFAEC8028BE23AD12AE2727DF5726C8DCB6D4024767B9FC80341BDCE70AD62984BAEAB73CEFE374FDB59CC67824D637AEB4353BDBF4FD2145CBFD6B2DE5B3B3FF976452C66399A690F5F5799113910ACC3C46898BFD744&amp;amp;sz=1024 new holster] is, I don't recognise it (apparently it is Italian but that is all I could find). It looks really bulky, so I'm assuming there must be something special about it otherwise it is a very odd design. My random guess is that that is actually a button at the top of the holster which you press to rotate it or something. I personally would have preferred the Army officially adopted the P226, but am glad they are getting something as I have heard the current UOR P226s have been used to death (particularly the magazines, as because it was an UOR they ended up with OTS mags rather than milspec so they are pretty much all buggered at this point).&lt;br /&gt;
::My first thought was Blackhawk since it looks pretty SERPA-ish. But it's not.[[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 12:44, 10 January 2013 (EST)&lt;br /&gt;
::OK, if [http://militarytimes.com/blogs/gearscout/2013/01/11/brits-replace-brownings-with-glock-17-gen4/ this source] is to be believed it is a Blackhawk holster. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 14:10, 13 January 2013 (EST)&lt;br /&gt;
:::Finally found the bastard, I went to Viking Arms list of suppliers and eventually found it on the [http://www.radar1957.com/en/innovation-zone/automatic-security-systems/LEP-System.php?m=8&amp;amp;sx=152 Radar] site. Never heard of them, but it is Italian so it fits the bill. It is their LEP holster which means &amp;quot;Lock-on Ejection Port&amp;quot;, meaning that the pistol is retained by a piece that engages with the ejection port on the slide. It seems like an awful lot of bulk to add along the top of the pistol just to have it not lock on the trigger guard in my opinion. My guess is that this is for durability reasons, as with the Glock trigger guard being polymer it would probably be more susceptible from wear from repeated holstering and drawing.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:10, 13 January 2013 (EST)&lt;br /&gt;
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== Clarification ==&lt;br /&gt;
&lt;br /&gt;
Just to clarify, does the British military use the standard AW50 rifle, or the AW50F? I was just curious, and I couldn't find good information. [[User:Dirty Harold|Dirty Harold]] 09:15, 26 August 2012 (CDT)&lt;br /&gt;
:It is the AW50F. Have changed the &amp;quot;Used by&amp;quot; from UKSF to all branches, as it is used by all branches in an EOD capacity (such as [http://army-uk.com/news_detail.php?id=1652 Royal Navy clearance divers]), along with UKSF for long range sniping. Although only officially adopted in 2008, it had been used for a while by UKSF. There is a part of a biographical book called ''Sniper One'' written by Sgt. Dan Mills about hios time in Iraq in 2004 where his sniper unit is supported by a &amp;quot;Royal Marine&amp;quot; (although he is clearly actually special forces) sniper who in pictures in the book is using an AW50F.--[[User:Commando552|commando552]] 08:56, 26 August 2012 (CDT)&lt;br /&gt;
:Also, [http://www.thefirearmblog.com/blog/2010/09/07/sniper-with-holographic-sight/ here] is a nice shot of A Royal Marine aerial sniper using one in an anti-piracy role with an EOTech sight showing that it is an AW50F.  --[[User:Commando552|commando552]] 09:01, 26 August 2012 (CDT)&lt;br /&gt;
::Thanks. --[[User:Dirty Harold|Dirty Harold]] 07:22, 27 August 2012 (CDT)&lt;br /&gt;
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== L129A1 ==&lt;br /&gt;
&lt;br /&gt;
Don't forget the new &amp;quot;Sharpshooter&amp;quot; L129A1 sniper rifle that got put into active duty last year.&lt;br /&gt;
[[User:Temp89|Temp89]] 12:51, 26 August 2012 (CDT)&lt;br /&gt;
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We did have it in here, but since neither it nor the LM7 has appeared in anything fictional it got taken down again. [[User:The Wierd It|The Wierd It]] 13:18, 26 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:If you were going to make these pages so that they included every gun used rather than just the guns that appear in media, we would have to be adding hundreds of new pages for essentially no reason. Also, there are a large number of guns that have been used by certain militaries that it is near impossible to get a good picture of, as they have never been use by anyone but the miitary in question. For example, there was a custom made version of the P226 known as the P226K that was made in the 90s that had a full length grip with a shortened slide which was designated as the L106A1, but I dare you to find a picture of it to put it on here. --[[User:Commando552|commando552]] 16:48, 26 August 2012 (CDT)&lt;br /&gt;
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::Also please don't link to world.guns, Max doesn't screen his ads for malicious java and the site is a digital plague pit. [[User:Evil Tim|Evil Tim]] 17:10, 26 August 2012 (CDT)&lt;br /&gt;
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:::As if his bad grammar and words constantly bleeding together aren't bad enough? [[User:Spartan198|Spartan198]] 04:37, 27 August 2012 (CDT)&lt;br /&gt;
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::::Well, he ''is'' Russian.  [[User:Jeddostotle7|Jeddostotle7]] 09:11, 27 August 2012 (CDT)&lt;br /&gt;
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Da.&lt;br /&gt;
&lt;br /&gt;
== Enfield EM-2 ==&lt;br /&gt;
&lt;br /&gt;
Should the EM-2 be moved to out of service rifles as it was accepted as a an issue rifle (albeit briefly) in 1951 as the No 9 Rifle?&lt;br /&gt;
[[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 14:06, 22 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:I would think that because it was never officially adopted (coupled with the fact that its chambering, the .280 British round, was roundly dismissed by the US forces, even though now many there are backpedalling by using the 6.8x43mm SPC round, which is dimensionally quite similar), renders it firmly to the &amp;quot;Experimental&amp;quot; category. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 22:07, 22 January 2013 (EST)&lt;br /&gt;
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No that's what im saying it was adopted for less than a year as the 'No 9 Rifle' [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 16:25, 23 January 2013 (EST)&lt;br /&gt;
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:I wouldn't say it was actually adopted though. All that happened was that the government declared that it was going to be the next weapon and that it would be designated as the No.9 Mk.1. However before mass production even began, let alone it actually being issued, the whole NATO standardisation fracas came about and a change of government saw it being shelved in favour of the FN FAL (this was also originally in .280 British, but it was more easily converted to 7.62x51mm). Basically it was given a designation and that is it. Besides, I don't think a rifle that less than a 100 of which were built can be called anything other than experimental.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:03, 23 January 2013 (EST)&lt;br /&gt;
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Point taken, the numbers thing killed my idea for me. It was all a bit of a waste really especially considering that after deciding 7.62 wasn't ideal for an individual weapon and the problems some have had with 5.56, now .280 (or a calibre similar) seems like it would have been a much better choice from the start. [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 18:50, 23 January 2013 (EST)&lt;br /&gt;
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:You can pretty much boil it all down to blaming America. They said the .280 was underpowered, whilst Britain, Canada and Belgium said the 7.62x51mm would be uncontrollable in full auto (based on the fact that the US eventually switched to the even smaller 5.56x45mm it is pretty obvious who was right). When Winston Churchill returned to power he felt that NATO standardisation on a round, even if it was the wrong round, was vital, so we went for the 7.62x51mm. It was a real shame, as the EM-2 was a great gun. I have actually gotten a look at one of the EM-2s that was converted to 7.62x51mm, and the quality on it was excellent. It isn't that obvious in pictures, but there is even a wood veneer over the top of the rear of the receiver for your cheek. I can imagine it was much more expensive to make than the FAL though (this may have had something to do with it) as the receiver was totally milled from a single piece of steel and had a complicated internal shape (although the actual stripping and assembly was very simple). With the intermediate round, bullpup layout and integrated optical sight it was very much ahead of its time.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:18, 23 January 2013 (EST)&lt;br /&gt;
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I knew about Churchill's feelings on standardisation and if im honest I think the benefit of commonality outweighed poor choice of round, from an infantry soldiers IW stand point (ive found its  a lot more fun to hump 5.56 than 7.62 and I hardly get to touch 7.62 with cadets). I've heard that it was very well made and I was lead to believe that they would have cost around 3x as much as the SLR mostly due to the fact so much milling was required, it was however meant to be very reliable and well made as you said. [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 19:27, 23 January 2013 (EST)&lt;br /&gt;
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:Churchill must have been smoking the wrong cigars that day. Given that Canada was enthusiastic about the .280 British (which dimensions are actually 7x43mm), &amp;quot;Mother England&amp;quot; could very well have turned it into the &amp;quot;British Commonwealth standard&amp;quot; instead and let the increased terminal effectiveness/range (relative to 5.56mm NATO, and not dependent on fragmentation as is the case for that cartridge's military versions) and increased controllability/portability (over 7.62mm NATO) speak for themselves in actual engagements and military campaigns (they could have started with the Northern Ireland campaign). It's a damn shame that this round has not been given a second chance (otherwise we might be using EM-3s, 4s or 5s by now). [http://7x46mmuiac.com/7x46mm_Cartridge.html A few are even recommending] we go to 7x46mm for a universal rifle/carbine cartridge. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 22:33, 23 January 2013 (EST)&lt;br /&gt;
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Generally everyone (except the US thought) that .280 British was the way to go for NATO, I think eventually it will be seen that an intermediate cartridge is required but im sceptical it will be .280 [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 16:11, 24 January 2013 (EST)&lt;br /&gt;
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:.280 is just imperial measurements talk for 7mm-diameter rounds. Even the commission that designed the 6.8mm SPC admitted that 7mm had the best terminal performance (in the range between 6.5mm and 7mm). It may be that such lethality could trump accuracy in applications like suppressive fire (after all, you duck from suppressive fire because you're afraid you'll be lethally hit). I'm also interested in seeing just how much more performance the proposed 7x46mm cartridge would have over the 6.8mm SPC--sometimes 3 millimeters of case length can make a real difference, as is the case between the .40 S&amp;amp;W round and the 10mm Auto round. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 21:27, 24 January 2013 (EST)&lt;br /&gt;
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== L96A1 still in use? ==&lt;br /&gt;
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I was looking on the Accuracy International site and went on the [http://www.accuracyinternational.com/gallery.php gallery] where there are several image supposedly from Herrick 13 which was 2010-201 that shows soldiers still using the L96A1. I'm fairly sure this time frame is correct as I see 16AA insignia MTP kit with the newest Osprey plate carrier. This would suggest that it was still being used within the last couple of years, does anyone know if it is still knocking around today? I would assume it probably is, as when the L115s came in and were issued to the Infantry sniper platoons I guess the L96A1s and L118A1s filtered down and were snapped up by others. There was a period where it was intended that the .308 rifles were going to be issued within Infantry sections as a sort of DMR before the L129A1 was procured. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:08, 30 January 2013 (EST)&lt;br /&gt;
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I saw them being used on the first series of our war and that was around 2008 and it was being used as the l129a1 is and l115's were being used as designated sniper weapon. But by now I had assumed they are gone however they are l96a1's being used, I would have assumed tehy would have had access to l129a1's. It does raise the question as to whether l96a1  should be moved to in service? &lt;br /&gt;
[[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]])&lt;br /&gt;
:Except in 2008 the UOR that lead to the L129A1 hadn't even been written yet. The L129 was selected in 2009 and not issued until mid-late 2010. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 16:46, 3 February 2013 (EST)&lt;br /&gt;
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I didnt say that. I said I saw l96's being used in 2008 in the same role that l129a1's are now and I was surprised as now l129's are issued so could be used in place of the l96's in the photos on the AI website (taken on Herrick 13). [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]])&lt;br /&gt;
:It's a simple matter of supply vs. demand. There are 440 L129A1s, not all of which are in country and not all of those are issued to marksmen on infantry patrols; spotters in sniper teams carry them sometimes. Ergo it's likely that the L96s are being kept on issue to keep up with requirements. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 15:41, 4 February 2013 (EST)&lt;br /&gt;
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== Mp7 ==&lt;br /&gt;
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Should the MP7 be on here? This was adopted by MOD police as a replacement for SA80 &amp;amp; MP5. I know this says &amp;quot;british armed forces&amp;quot; but MOD surely counts? --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:32, 10 February 2015 (EST)Forrest1985&lt;br /&gt;
:Not really, the MDP is a civilian police that just has a different jurisdiction and role.--[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:58, 10 February 2015 (EST)&lt;br /&gt;
There's rumblings about the SA80 series of weapons being replaced in the foreseeable future. Now that the MP7 is finally starting to gain some traction (they just recently assigned it to motorcycle-using and K-9 officers of the LAPD, strange as that concept might be), I can see the MP7 replacing the L22A1, since those share largely the same roles. Compared to the L22A2, the MP7 can be holstered, is lighter, and isn't as hearing-unfriendly when used. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 18:50, 10 February 2015 (EST)&lt;br /&gt;
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:Are there any specific &amp;quot;rumblings&amp;quot; that you are referring to, or is this just the same &amp;quot;rumblings&amp;quot; that have been going on for a couple of decades? The last I remember hearing about anyone pushing for a premature replacement was a couple of years ago the Royal Marines were supposedly unhappy with the rifle and were pushing not only for a replacement but for a new caliber. The article was complete unattributed bollocks though from an unnamed &amp;quot;insider&amp;quot; who spouted rubbish about the 5.56x45mm ballistics being inadequate from the 20.4&amp;quot; barrel of an L85A2, but somehow the problem would be solved if he was given a nice shiny new C8 SFW with a 16&amp;quot; barrel. &lt;br /&gt;
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:As for when the replacement will happen, the plan has always been (and still is to the best of my knowledge) that a replacement will be introduced some time in the 2020s. As there has been not much progress on this to date I assume it will be mid to late 2020s at this point as a new service rifle will take a few years of shopping around, developing, testing, and troop trials before it is actually issued. The only thing I have heard is that there has been talk about the idea of a new lightweight version of the SA80 weapons making an A3 variant, either as an interim weapon or actual replacement. &lt;br /&gt;
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:Either way, in my opinion there is pretty much zero chance that the MP7 would ever be adopted by regular forces. Firstly, it is a less capable weapon than the L22A2 in terms of range, penetration and energy. The holstering thing is a bit of a non issue, as if you are on the ground then your weapon should be in your hands (if not it is hanging on a single point sling inches from them) and if you are a crewman/pilot then it is in a rack designed to hold it that already works so getting a smaller weapon achieves nothing. The hearing thing might be a slight plus, but not really for regular troops as you will be near other more potent weapon systems so you will need hearing protection anyway. The most important reason however is the different ammo. Introducing a completely new caliber for only a small number of non-infantry troops who do not really need it would be a logistical nightmare. You do not want everybody in a platoon to have 5.56x45mm and 7.62x51mm, except your dog handler who you need to separately kit out with 4.6x30mm. For special forces use (or police use for that matter) a lot of this doesn't apply, but there is a reason that you do not tend to see them used by regular military forces. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:16, 10 February 2015 (EST)&lt;br /&gt;
::I believe the &amp;quot;rumblings&amp;quot; would be things like the &amp;quot;Modular Assault Rifle&amp;quot; tender that the MoD issued in 2012 that was intended to procure a new rifle for limited introduction last year. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 06:03, 3 March 2015 (EST)&lt;br /&gt;
:::Knowing the way the government usually does things, in the late 2020s the government will start talking about the new rifle while simultaneously ordering a complete set of new SA80-pattern rifles, scrap all of them without replacing them with anything at all, give two billion to a company which never delivers anything, and then get hoodwinked into buying 500,000 Kar 98s while The Sun says our boys now have the best rifle in the world and the ghost of Jeremy Clarkson drives a car around while someone tries to shoot him with it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:31, 3 March 2015 (EST)&lt;br /&gt;
Thought you would say that but NCIS made the cut over on the US page. This should at least be in the experimental/trials portion--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:41, 11 February 2015 (EST)&lt;br /&gt;
In addition there were photos of tornado pilots with MP7's strapped to their legs in afghan. Desperately trying to remember where i saw the pics! --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:01, 11 February 2015 (EST)&lt;br /&gt;
:If it is the same photo I have seen then I believe that it was a staged promotional image for the company &amp;quot;Radway Green&amp;quot; who make a lot (possibly all) of the ammunition for the British military and police including 4.6x30mm. I would have though having a PDW strapped to your leg would be massively impractical for a fast jet pilot as you wouldn't fit in your seat properly, it would interfere with your harness, it could make the G-suit not function properly, it would be flapping around during aggressive manoeuvring, the securing straps would cover your thigh pockets, it would either tear off or tear your leg off during ejection, and the holster would most likely block the controls on the side console. As some RAF squadrons switched to Walther PPs due to the Browning being too large/heavy for certain aircraft cockpits, having an MP7 strapped on would be even worse. Lastly, as far as I know Tornado aircrew now use Glocks, which I believe they were issued shortly before they were issued to the Army.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:49, 11 February 2015 (EST)&lt;br /&gt;
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:: NCIS is an investigative/police agency under the Department of the Navy, thus technically making it a part of the US Armed Forces, it is not a civilian police force. Finally, unless there's some concrete source or reference in regards to this, I fail to see the validity of its inclusion. &amp;quot;Rumblings&amp;quot; don't count as far as I'm concerned. I've seen some weapon listings on the US Armed Forces page disallowed for similar reasons. My two cents (or, perhaps, pence) here. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 20:24, 11 February 2015 (EST)&lt;br /&gt;
Thanks stan --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:32, 12 February 2015 (EST)&lt;br /&gt;
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== Beaumont–Adams revolver ==&lt;br /&gt;
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Beaumont–Adams revolver, in service with the [http://en.wikipedia.org/wiki/Beaumont%E2%80%93Adams_revolver British 1862 – 1880]. [[User:Dudster32|Dudester32]] ([[User talk:Dudster32|talk]]) 14:02, 8 April 2015 (EDT)&lt;br /&gt;
:That hasn't appeared in any media yet. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 22:07, 8 April 2015 (EDT)&lt;br /&gt;
::None at all? Christ! You'd think at least a few movies could have featured the gun! They made 250K+ copies of the B-A revolver.. [[User:Dudster32|Dudester32]] ([[User talk:Dudster32|talk]]) 04:34, 9 April 2015 (EDT)&lt;br /&gt;
:::[[Adams Revolver|you got your wish]] [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 00:23, 2 June 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=No_More_Room_In_Hell&amp;diff=924398</id>
		<title>No More Room In Hell</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=No_More_Room_In_Hell&amp;diff=924398"/>
		<updated>2015-05-22T23:14:25Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Beretta Perennia SV10 */&lt;/p&gt;
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&lt;div&gt;{{WIP}}&lt;br /&gt;
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'''''No More Room In Hell''''' is a mod for the Source engine, added to Steam on October 31, 2013 via the Greenlight system. The game is a &amp;quot;realistic&amp;quot; depiction of a zombie apocalypse, with up to eight players banding together to survive. Players have a limited, though recharging amount of stamina that is used up by sprinting, jumping, or using melee attacks. Players who are at low health will have less stamina and blurred vision. Zombies can bite the players, which has a chance of fatally infecting them. Infection can be temporarily stopped by pills, but can never be ended. Infected players will start to gradually see in blurrier vision until they die and rise again as a zombie.&lt;br /&gt;
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Weapons are all treated realistically: All closed-bolt weapons correctly track the chambered round, have different reloads for when empty, etc. Notably, unlike most games, empty shotguns will have the first shell loaded directly into the chamber. At any time, players can hold the reload key to do a check on their current magazine, in the event it has 15 rounds or less, the player will verbally state how much is in it (e.g., examining a shotgun with three shells would have them state something like &amp;quot;Three shots left&amp;quot;). If it has 16 or more, they will merely mention something like &amp;quot;Got a full mag&amp;quot; or &amp;quot;Gun's half-full.&amp;quot; Weapons and other items also have weight, and players can only carry so much. Unlike most games, ammunition itself will weigh on players, forcing them to only keep how much they think they need for their current weapons. All weapons and ammo boxes have real markings on them, such as using boxes of Remington shotgun shells.&lt;br /&gt;
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{{Game Title}}&lt;br /&gt;
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=Handguns=&lt;br /&gt;
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==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears as the &amp;quot;M92FS&amp;quot; and can commonly be found in starting areas. Holds 15+1 rounds. Deals low damage to zombies&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_92FS_Idle.jpg|thumb|600px|none|The &amp;quot;M92FS&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_92FS_Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;M92FS&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH_92FS_Reload.jpg|thumb|600px|none|Reloading an empty &amp;quot;M92FS&amp;quot;]]&lt;br /&gt;
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==Colt M1911 Gold Cup National Match==&lt;br /&gt;
The [[M1911 pistol series#M1911A1|Colt M1911A1]] appears as the Colt M1911 Gold Cup National Match and has a higher power than the 92FS, though it and its ammunition are much harder to find. It can be rarely found in starting rooms and holds 7+1 rounds.&lt;br /&gt;
[[Image:ColtMKIV-Series-70-GCNM.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:NMRIH_M1911_Idle.jpg|thumb|600px|none|The Colt M1911 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_M1911_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M1911]]&lt;br /&gt;
[[Image:NMRIH_M1911_Reload.jpg|thumb|600px|none|Reloading the M1911]]&lt;br /&gt;
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==Glock 17 Gen 4==&lt;br /&gt;
A Generation 4 [[Glock 17]] appears simply as the &amp;quot;Glock 17&amp;quot; and is much harder to find than the 92FS, and appears with a tan frame and holds 17+1 rounds.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|350px|none|A 3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Idle.jpg|thumb|600px|none|The Glock 17 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Glock 17]]&lt;br /&gt;
[[Image:NMRIH_Glock17Gen4_Reload.jpg|thumb|600px|none|Reloading the Glock 17]]&lt;br /&gt;
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==Smith &amp;amp; Wesson 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] appears as the &amp;quot;S&amp;amp;W 686&amp;quot; and is an uncommon weapon, though much more common than the M1911 and Glock. It has much higher power than the other pistols, but only holds 6 rounds. When using ironsights, the weapon is used as a single-action revolver. Notably, attempting to fire the revolver when empty will result in the cylinder spinning forward rather than doing nothing as in most games.&lt;br /&gt;
[[Image:S%26WModel686.jpg|thumb|350px|none|The S&amp;amp;W Model 686 with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:NMRIH_SW686_Idle.jpg|thumb|600px|none|The S&amp;amp;W Model 686 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_SW686_Ammo.jpg|thumb|600px|none|Doing an ammo check on the S&amp;amp;W Model 686]]&lt;br /&gt;
[[Image:NMRIH_SW686_Empty.jpg|thumb|600px|none|Spinning the cylinder of an empty S&amp;amp;W 686]]&lt;br /&gt;
[[File:NMRIH_SW686_Reload.jpg|thumb|600px|none|Reloading the S&amp;amp;W 686]]&lt;br /&gt;
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==Ruger Mk III==&lt;br /&gt;
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears with a two-tone finish and holding 10+1 rounds. It is less common than the 92FS and has similar power against zombies.&lt;br /&gt;
[[Image:RugerMkIIIBlued.jpg|thumb|350px|none|Ruger Mk III pistol - .22LR]]&lt;br /&gt;
[[Image:NMRIHRugerPistol_Idle.jpg|thumb|600px|none|The Ruger Mk III in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIHRugerPistol_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Ruger Mk III]]&lt;br /&gt;
[[Image:NMRIH_RugerPistol_Reload.jpg|thumb|600px|none|Reloading the Ruger Mk III]]&lt;br /&gt;
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==Orion Flare Gun==&lt;br /&gt;
The [[Orion Flare Gun]] appears simply as the &amp;quot;Flare Gun.&amp;quot; If fired into the sky on a Survival map, it will summon a military helicopter to drop supplies (this is not abusable as the helicopter will not drop more supplies until every single item from its previous drop has been used). Using the flare gun against Zombies can often kill several in a tightly packed group over a period of time however it will create flaming runners for all those that get too close.&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|350px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIHFlareGun_Idle.jpg|thumb|600px|none|The Flare Gun in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_FlareGun_Reload.jpg|thumb|600px|none|Reloading the Flare Gun]]&lt;br /&gt;
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=Sub-machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A2|Heckler &amp;amp; Koch MP5A2]] appears as the &amp;quot;MP5A3&amp;quot; as one of the only two automatic weapons, and holds 30+1 rounds. It also has a Navy trigger group.&lt;br /&gt;
[[Image:H%26KMP5-N.jpg|thumb|350px|none|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Idle.jpg|thumb|600px|none|The &amp;quot;MP5A3&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Ammo.jpg|thumb|600px|none|Doing an ammo check with the &amp;quot;MP5A3&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH_MP5A3_Reload.jpg|thumb|600px|none|Reloading the &amp;quot;MP5A3&amp;quot;]]&lt;br /&gt;
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==MAC-10==&lt;br /&gt;
The [[MAC-10]] appears simply as the &amp;quot;M-10&amp;quot; and is one of the other two automatic weapons. Prior to January 27/28 2014 it held 32+1 rounds, though now holds 30 and cannot gain another round in the chamber. Uses .45 ACP.&lt;br /&gt;
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Idle.jpg|thumb|600px|none|The M-10 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M-10]]&lt;br /&gt;
[[Image:NMRIH_MAC10_Reload.jpg|thumb|600px|none|Reloading the M-10]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Sako 85==&lt;br /&gt;
The [[Sako 85]] appears with a scope and makes a good sniper weapon. Fittingly, the map Broadway has a scripted spawn for one on the roof of the starting building for players to snipe the zombie horde below. Holds 5+1 rounds of .308 Winchester.&lt;br /&gt;
[[Image:SAKO-Hunter.jpg|thumb|350px|none|Sako 85 - .308 Winchester]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Idle.jpg|thumb|600px|none|The Sako 85 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Scope.jpg|thumb|600px|none|The view of the Sako 85's scope]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Sako 85]]&lt;br /&gt;
[[Image:NMRIH_Sako85_Reload.jpg|thumb|600px|none|Reloading the Sako 85]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1892==&lt;br /&gt;
The uncommon [[Winchester Model 1892]] is chambered for .357 Magnum, and holds 15+1 rounds. It is either misnamed or misportrayed, since the actual 3D model of the gun is a [[Winchester Model 1873]] Rifle. When the gun is cocked in-game, the dust cover opens and closes automatically, but on an actual Model 1873, it would only open.&lt;br /&gt;
[[Image:Winchester1892Carbine.jpg|thumb|350px|none|Winchester Model 1892]]&lt;br /&gt;
[[Image:Winchester1873short.jpg|thumb|350px|none|Winchester Model 1873. Depicted above is the &amp;quot;Short Rifle&amp;quot; model, whereas the model in-game has the longer barrel]]&lt;br /&gt;
[[Image:NMRIH M1892 Idle.jpg|thumb|600px|none|The Winchester Model 1892 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M1892 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Model 1892]]&lt;br /&gt;
[[Image:NMRIH M1892 Reload.jpg|thumb|600px|none|Reloading the Winchester Model 1892]]&lt;br /&gt;
&lt;br /&gt;
==Simonov SKS==&lt;br /&gt;
The [[SKS rifle|SKS]] appears with a bayonet and holds 10+1 rounds of 7.62x39mm. Currently, it is the only weapon with a unique melee attack rather than a generic shoving animation.&lt;br /&gt;
[[Image:Simonov-Russian-SKS45.jpg|thumb|350px|none|Russian SKS carbine - 7.62x39mm]]&lt;br /&gt;
[[Image:NMRIH SKS Idle.jpg|thumb|600px|none|The SKS in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SKS Ammo.jpg|thumb|600px|none|Doing an ammo check on the SKS]]&lt;br /&gt;
[[Image:NMRIH SKS Reload.jpg|thumb|600px|none|Reloading the SKS]]&lt;br /&gt;
[[Image:NMRIH SKS Melee.jpg|thumb|600px|none|Meleeing with the SKS bayonet]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 10/22==&lt;br /&gt;
The [[Ruger 10/22]] appears with a synthetic frame and nickel barrel, and holds 10+1 rounds of .22LR.&lt;br /&gt;
[[Image:Ruger1022-black.jpg|thumb|350px|none|Ruger 10/22 with synthetic stock - .22LR]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Idle.jpg|thumb|600px|none|The Ruger 10/22 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Ruger 10/22]]&lt;br /&gt;
[[Image:NMRIH Ruger1022 Reload.jpg|thumb|600px|none|Reloading the Ruger 10/22]]&lt;br /&gt;
&lt;br /&gt;
==SA Vz.58 assault rifle==&lt;br /&gt;
The [[SA Vz.58 assault rifle#SA vz. 58P|SA Vz. 58]] appears as the &amp;quot;CZ 858&amp;quot; and holds 30+1 rounds of 7.62x39mm. It fires in semi-automatic only.&lt;br /&gt;
[[Image:800px-Sa 58-JH01.jpg|thumb|350px|none|SA Vz. 58 - 7.62x39mm]]&lt;br /&gt;
[[Image:NMRIH CZ858 Idle.jpg|thumb|600px|none|The &amp;quot;CZ858&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH CZ858 Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;CZ858&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH CZ858 Reload.jpg|thumb|600px|none|Reloading the &amp;quot;CZ858&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
An [[M16 rifle series#M16A4 Rifle|M16A4]] appears, bearing [[FN Herstal]] markings. It comes with an ACOG and foregrip and fires in semi-automatic only and holds 30+1 rounds of 5.56x45mm. It is worth noting that unlike most Source games and mods, the scope on the M16A4 actually shows the environment on the other side at all times, not just when aiming down it.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|350px|none|M16A4 with ACOG - 5.56x45mm]]&lt;br /&gt;
[[Image:NMRIH M16A4 Idle.jpg|thumb|600px|none|The M16A4 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M16A4 Ammo.jpg|thumb|600px|none|Doing an ammo check on the M16A4]]&lt;br /&gt;
[[Image:NMRIH M16A4 Reload.jpg|thumb|600px|none|Reloading the M16A4]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] appears in the game as the only semi-automatic .308 rifle in the game. It also has a capacity higher than the other .308 rifles with 20+1, but as a drawback, instead of using a scope like the Sako 85 and JAE-700, it has blocky iron sights that are somewhat difficult to aim with.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|350px|none|FN FAL &amp;quot;G Series&amp;quot; - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 1.jpg|thumb|600px|none|The FN FAL in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 2.jpg|thumb|600px|none|Doing an ammo check on the FN FAL]]&lt;br /&gt;
[[Image:NMRiH FN-FAL 3.jpg|thumb|600px|none|Reloading the FN FAL]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 700==&lt;br /&gt;
The [[Remington Model 700]] appears as the &amp;quot;JAE-700&amp;quot;, equipped with a JAE-700 body, loading .308. It can be seen as an in-between of the Sako 85 and FN FAL: Scope of the former, half the capacity of the latter, holding 10+1.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington700JAE.jpg|thumb|350px|none|Remington Model 700 with JAE-700 body - .308 Winchester]]&lt;br /&gt;
[[Image:NMRiH JAE-700 1.jpg|thumb|600px|none|The &amp;quot;JAE-700&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRiH JAE-700 2.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;JAE-700&amp;quot;]]&lt;br /&gt;
[[Image:NMRiH JAE-700 3.jpg|thumb|600px|none|Reloading the &amp;quot;JAE-700&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Beretta Perennia SV10==&lt;br /&gt;
A double-barrel over-under shotgun named the Beretta Perennia SV10 appears, resembling the [[Beretta 682]]. Rather obviously, it holds two 12 Gauge shells.&lt;br /&gt;
[[Image:BM682.jpg|thumb|350px|none|Beretta 682 - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH SV10 Idle.jpg|thumb|600px|none|The &amp;quot;SV10&amp;quot; in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SV10 Ammo.jpg|thumb|600px|none|Doing an ammo check on the &amp;quot;SV10&amp;quot;]]&lt;br /&gt;
[[Image:NMRIH SV10 Reload.jpg|thumb|600px|none|Reloading the &amp;quot;SV10&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500A==&lt;br /&gt;
A [[Mossberg 500 series shotgun#Mossberg 500|Mossberg 500A]] appears, holding 5+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:Mossberg500fieldShotgun.jpg|thumb|350px|none|Mossberg 500A - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH M500 Idle.jpg|thumb|600px|none|The Mossberg 500A in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M500 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Mossberg 500A]]&lt;br /&gt;
[[Image:NMRIH M500 Pump.jpg|thumb|600px|none|Pumping the Mossberg 500A]]&lt;br /&gt;
[[Image:NMRIHM500 Reload.jpg|thumb|600px|none|Reloading the Mossberg 500A]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Super X3==&lt;br /&gt;
The Winchester Super X3 shotgun appears, holding 5+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:NMRIH SuperX3 Idle.jpg|thumb|350px|none|The Winchester Super X3 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Super X3]]&lt;br /&gt;
[[Image:NMRIH SuperX3 Reload.jpg|thumb|600px|none|Reloading an empty Winchester Super X3]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
A [[Remington Model 870]] shotgun appears with a extended magazine tube and a synthetic Speedfeed IV stock and pump, holding 8+1 shells of 12 Gauge.&lt;br /&gt;
[[Image:Remington870BlackSynthetic.jpg|thumb|350px|none|Remington 870 with early style black synthetic riot foregrips and buttstock - 12 Gauge]]&lt;br /&gt;
[[Image:NMRIH R870 Idle.jpg|thumb|600px|none|The Remington 870 in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH R870 Pump.jpg|thumb|600px|none|Pumping the Remington 870]]&lt;br /&gt;
[[Image:NMRIH R870 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Remington 870]]&lt;br /&gt;
[[Image:NMRIH R870 Reload.jpg|thumb|600px|none|Reloading the Remington 870]]&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
The [[M67 hand grenade]] appears simply as the &amp;quot;Grenade&amp;quot; and is a rare item to find. It is ineffective at killing zombies, but can damage them in a very large radius.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|350px|none|M67 fragmentation grenade]]&lt;br /&gt;
[[Image:NMRIH M67 Idle.jpg|thumb|600px|none|The M67 grenade in No More Room In Hell]]&lt;br /&gt;
[[Image:NMRIH M67 Throw.jpg|thumb|600px|none|Pulling the pin on the M67 grenade]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Bow==&lt;br /&gt;
A modern, compound bow is also in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:NMRiH Compound Bow Read.jpg|thumb|600px|none|The compound bow at the ready.]]&lt;br /&gt;
[[Image:NMRiH Compound Bow Drawn.jpg|thumb|600px|none|The compound bow drawn and aimed.]]&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;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Zombie_Panic!_Source&amp;diff=924397</id>
		<title>Zombie Panic! Source</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Zombie_Panic!_Source&amp;diff=924397"/>
		<updated>2015-05-22T23:11:42Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Smith &amp;amp; Wesson Model 66 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:zombiepanicHL.jpg|thumb|right|400px|Zombie Panic: Source (2007)]]&lt;br /&gt;
''Zombie Panic! Source'' is a free multiplayer [[Half-Life 2]] first-person shooter modification.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the HL2 mod Zombie Panic Source:'''&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] in ''Zombie Panic: Source'' appears to be modelled on a 3rd generation model. It holds 17 rounds of 9x19mm Parabellum ammunition. It is the baseline pistol in the game and given at random to some players on a beginning round.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|400px|A Generation 3 Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:ZPSGlock17.jpg|thumb|none|400px|Glock 17 in the player's hands.]]&lt;br /&gt;
[[Image:ZPSGlock_17-2.jpg|thumb|none|400px|Glock 17 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
The [[Glock 18C]] is almost identical to the [[Glock 17]] - both pistols hold 17 rounds. Unlike its real-life counterpart, it does not fire fully automatic for balanced purposes. It seems to have been modelled off the Tokyo Marui Airsoft line of Glock Pistols instead of the real Glock 18C. It is also modelled with the safety on.&lt;br /&gt;
[[Image:Glock18c 01-1-.jpg|thumb|none|400px|Glock 18C (3rd Generation) - 9x19mm. (This model has compensator cuts on the slide and barrel to reduce muzzle climb while firing.)]]&lt;br /&gt;
[[Image:ZPSGlock18C.jpg|thumb|none|600px|Glock 18C in the hands of the player.]]&lt;br /&gt;
[[Image:ZPSGlock18C-2.jpg|thumb|none|600px|Glock 18C on the ground.]]&lt;br /&gt;
[[Image:ZPS Glock Held.jpg|thumb|none|600px|Glock 18C held with flashlight.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler and Koch USP .45==&lt;br /&gt;
The H&amp;amp;K [[USP]] pistol appears in the mod. According to the game, its chambered in 9mm, with a 15 round magazine despite being modeled on the .45 caliber version. In-game name is simply &amp;quot;USP&amp;quot;.&lt;br /&gt;
[[Image:HK-USP.jpg|thumb|none|400px|H&amp;amp;K USP45 - .45 ACP]]&lt;br /&gt;
[[Image:ZPSUSP.jpg|thumb|none|600px|The player holding the USP.]]&lt;br /&gt;
[[Image:ZPSUSP-2.jpg|thumb|none|600px|Model of the H&amp;amp;K USP.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK/S==&lt;br /&gt;
The [[Walther PP Pistol Series#Walther PPK/S|Walther PPK/S]] appears in the mod as &amp;quot;PPK&amp;quot;. It is incorrectly shown to have a slide release when reloading and uses the same ammunition as the other pistols for gameplay reasons even though this gun is chambered for .380ACP round (9mm Kurz or Short). It has a lower magazine capacity than the other pistols but weighs slightly less than other pistols. Before the 1.5 update, the PPK was a weapon used as a punishable weapon should a player join the survivors just after a round has started.&lt;br /&gt;
[[Image:PPKS_blued.jpg|thumb|none|400px|Walther PPK/S blued - .380 ACP]]&lt;br /&gt;
[[Image:ZPSPPK.jpg|thumb|none|600px|The PPK/S in the hands of the player.]]&lt;br /&gt;
[[Image:ZPSPPK-2.jpg|thumb|none|600px|Walther PPK/S on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 66==&lt;br /&gt;
A lot of guesses have been put into the true origin into this particular revolver, but after discussion with the 3D modeler of ''Zombie Panic!: Source'', it's identified as a [[Smith &amp;amp; Wesson Model 66]] with 4 inch barrel and regular wooden grip. Though, it has been pointed out that the revolver has a Taurus logo on it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith-&amp;amp;-Wesson-Model-66.jpg|thumb|none|450px|Smith &amp;amp; Wesson Model 66 with 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ZPS357Magnum.jpg|thumb|none|600px|S&amp;amp;W Model 66 in the player's hands.]]&lt;br /&gt;
[[Image:ZPS44Magnum-2.jpg|thumb|none|600px|The &amp;quot;Revolver&amp;quot; on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870 Shotgun]] appears with a pistol grip and holds six shells of 12 gauge shotgun ammunition. Called the &amp;quot;Remmy 870&amp;quot; in the game.&lt;br /&gt;
[[Image:Remington870Pstlgrip.jpg|thumb|none|400px|Remington 870 with pistol grip - 12 Gauge]]&lt;br /&gt;
[[Image:ZPSRem870.jpg|thumb|none|600px|First-person view.]]&lt;br /&gt;
[[Image:ZPSRem870-2.jpg|thumb|none|600px|Model of the Remington 870 (which lacks the ejection port).]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Winchester&amp;quot; Double Barreled Shotgun==&lt;br /&gt;
An unknown make of [[12 Gauge Double Barreled Shotgun|double-barreled shotgun]] manufactured by Winchester. The longer barrels of the shotgun allow a much tighter shot grouping allowing the shotgun to be used at medium range without much loss in damage.  The barrels can be fired singly or simultaneously. In early renders of the shotgun it was previously known as the Winchester 1878 Hammerless. It is often nicknamed the &amp;quot;Fail Chester&amp;quot; because of the limited two shot capacity and the inability to kill more than one zombie.&lt;br /&gt;
[[Image:ZPSWinchester.jpg|thumb|none|600px|Holding the double-barreled shotgun.]]&lt;br /&gt;
[[Image:ZPSWinchester-2.jpg|thumb|none|600px|The shotgun on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
The [[Serbu Super Shorty]] holds 3 shells and only takes one slot in the inventory. Has a wider spread than the other shotguns. Called the &amp;quot;Super Shorty&amp;quot; in the mod. Despite it's small capacity of 3 rounds, the player characters still somehow reload very it slowly.&lt;br /&gt;
[[Image:Shorty3-1-.jpg|thumb|none|400px|Serbu Super Shorty Shotgun - 12-Gauge.]]&lt;br /&gt;
[[Image:ZPSSerbuSuperShorty.jpg|thumb|none|600px|The player holding the Serbu Super Shorty.]]&lt;br /&gt;
[[Image:ZPSSerbuSuperShorty-2.jpg|thumb|none|600px|Serbu Super Shorty on the ground with fore-grip folded.]]&lt;br /&gt;
&lt;br /&gt;
==AK-47==&lt;br /&gt;
The [[AK-47]] holds 30 rounds and has the lowest rate of fire of the automatic rifles but does the most damage at 21 points. It also has the highest amount of recoil among the automatics when fired in full-auto and is highly inaccurate when fired this way.&lt;br /&gt;
[[Image:TypeIII_AK47.jpg|thumb|none|500px|Final Production version of the III AK-47 with laminated stock - 7.62x39mm]]&lt;br /&gt;
[[Image:ZPSAK47.jpg|thumb|none|600px|Holding the AK-47.]]&lt;br /&gt;
[[Image:ZPSAK47-2.jpg|thumb|none|500px|AK-47 on the ground.]]&lt;br /&gt;
[[Image:Zombie panic, AK-47, stood up.jpg|thumb|none|500px|AK-47 on the ground, propped up.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] holds 30 rounds and does slightly more damage than the MP5 and has the highest rate-of-fire of the automatics.&lt;br /&gt;
[[Image:ColtM4_FirstVersion.jpg|thumb|none|600px|Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[Image:ZPSM4A1.jpg|thumb|none|600px|M4A1 - FPS view.]]&lt;br /&gt;
[[Image:ZPSM4A1-2.jpg|thumb|none|600px|Model of the M4A1.]]&lt;br /&gt;
&lt;br /&gt;
==H&amp;amp;K MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]] appears in the mod. It holds 30 rounds and has a 4-position trigger group. Originally depicted as (correctly) using 9mm ammunition, it was later switched to &amp;quot;Rifle&amp;quot; ammo due to its incredibly fast ammo consumption, the reason for this change was because it was deemed &amp;quot;wasteful&amp;quot; and unbalanced due to the commonality of Handgun Ammo in most of the mods Maps making the weapon overpowered. Called &amp;quot;MP5&amp;quot; in the game. It is one of the more commonly found automatic weapons.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4.jpg|thumb|none|500px|H&amp;amp;K MP5A4 - 9x19mm]]&lt;br /&gt;
[[Image:ZPSMP5A4.jpg|thumb|none|500px|MP5A4 in the player's hands.]]&lt;br /&gt;
[[Image:ZPSMP5A4-2.jpg|thumb|none|500px|H&amp;amp;K MP5A4 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==HE/ Frag Grenade==&lt;br /&gt;
HE Grenade shaped like an M18 Smoke Grenade. In-game name is &amp;quot;HE Grenade&amp;quot;, but on the model itself the words &amp;quot;Frag Grenade&amp;quot; can be read. The weapon is not a Frag Grenade as it does not produce explosive shrapnel, instead it relies on direct explosive power with a 4.5 second fuse.&lt;br /&gt;
[[Image:ZPSHE-Frag_Grenade-2.jpg|thumb|none|600px|HE/Frag Grenade.]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* ''[[Contagion (VG)|Contagion]]'', the spiritual successor to ''Zombie Panic! Source''&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;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=922139</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=922139"/>
		<updated>2015-05-16T03:46:36Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 will come out on April 21st 2015 as an early access title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks.It seems to be a combination of the [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]] frame and the [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings).Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues. &lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-1.jpg|none|thumb|600px|A player draws his 9mm Pistol.Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A.Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-2.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in.Note the shape of the hammer, and that the butt of the grip is rounded, evident to the M9A1.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando perk. It fires in semi and burst modes. This version of the Colt 9mm Submachine Gun features a forward assist and Rail Interface System with RRA Tactical Mount rear sight and Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|350px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-1.jpg|thumb|600px|none|A nice shot of the side of the Colt SMG.]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-2.jpg|thumb|600px|none|A player draws his SMG.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder edition of Mossberg 500. Attached to the rail on the muzzle device is a useable flashlight. It holds 7+1 in-game, rather than 5+1.&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|600px|none|The Mossberg 500 Rolling Thunder 12-Gauge pump-action shotgun]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|The Mossberg 500 in game]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun is the third weapon available for the Support perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. Like in first Killing Floor, it features a 6-round magazine, indicating the use of three-inch shells.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|350px|none|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-1.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-2.jpg|thumb|600px|none|The Super 90 in all its glory.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support. It deals more damage than the standard pump-action and has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|600px|none|Stoeger/IGA 12 Gauge Double Barreled Shotgun]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|Reloading the shotgun]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|Performing the brass check]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[SA80#L85A2|L85A2]] is the second weapon for the Сommando perk. It replaces the L22 from the original and is fitted with an EOtech holographic sight. It also sports Magpul EMAGs as it's standard magazines.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|350px|none|L85A2 - 5.45x39mm.]]&lt;br /&gt;
[[Image:KillingFloor2-185A2-1_.jpg|thumb|600px|none|A player scans the Metro's advertisements, L85A2 in hand.]]&lt;br /&gt;
[[Image:KillingFloor2-L85A2-2.jpg|thumb|600px|none|A player begins to unequip his L85A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12|AK-12]] is the third Commando-perk weapon and replaces the Draco Carbine from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|350px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-1.jpg|thumb|600px|none|The Tactical Reload for the AK-12. Note the bullets are rendered in the magazine.]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-2.jpg|thumb|600px|none|A lovely shot of the AK-12.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a vertical foregrip. Unlike in the first game, the barrel is short, indicating it is the CQC model, and it has a InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|350px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Soldier&amp;diff=921306</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Soldier&amp;diff=921306"/>
		<updated>2015-05-13T23:51:33Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Tru Flite 37mm Super Long Range Gas Gun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Soldier (1998) poster.jpg|thumb|right|300px|''Soldier'' (1998)]]&lt;br /&gt;
&lt;br /&gt;
'''''Soldier''''' is a 1998 science fiction film starring [[Kurt Russell]] as Todd, a man born and raised as a soldier in a secret government program and now finds himself considered obsolete after decades of war.  When he is mistaken for dead, Todd is dumped on a distant planet that's been used by Earth's inhabitants for waste disposal.  When he discovers a colony of humans that have been stranded there for decades, Todd decides to protect the inhabitants against the military, who have arrived on the planet for a training exercise and then plans to eradicate any survivors found on it.  The film, which was directed by [[Paul W.S. Anderson]], co-stars [[Connie Nielsen]], [[Jason Isaacs]], [[Gary Busey]], [[Michael Chiklis]] and [[Jason Scott Lee]], was written by David Webb Peoples, who also co-wrote ''[[Blade Runner]]'', and several references are made to that film.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
== M4A1 Carbine ==&lt;br /&gt;
On the firing range, a young Todd (at age 16) and a young Riley can be seen firing 1st generation [[M4A1 Carbine]]s fitted with C-More red dot sights and early Surefire RIS handguards.  One of the M4s from this movie later appeared in Season 4 of the TV series ''[[JAG - Season 4|JAG]]'', which had the same armorers as this movie (Gibbons Ltd.)  These rifles also are seen in the hands of Arcadia inhabitants.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4 FirstVersion.jpg|thumb|none|450px|Colt M4A1 - 5.56x45mm]]&lt;br /&gt;
[[Image:Soldier-M4-1.jpg|thumb|none|600px|A young Todd (at age 16) and several other child recruits firing M4A1 carbines during training]]&lt;br /&gt;
[[Image:Soldier-M4-3.jpg|thumb|none|600px|Todd blasts away with his M4.]]&lt;br /&gt;
[[Image:Soldier-M4-5.jpg|thumb|none|600px|Riley hesitates when he sees one of the enemy targets is behind a mother holding a baby.]]&lt;br /&gt;
[[Image:Soldier-M4-6.jpg|thumb|none|600px|Riley's finger on the trigger of his M4.]]&lt;br /&gt;
[[Image:Soldier-M4-7.jpg|thumb|none|600px|Todd unflinchingly shoots at the enemy through the civilian target after Riley hesitates.]]&lt;br /&gt;
[[Image:Soldier-rifles.JPG|thumb|none|601px|Rifle on the right.]]&lt;br /&gt;
[[Image:Soldier-rifles2.JPG|thumb|none|601px|Rifle seen on the right.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2 Rifle==&lt;br /&gt;
In the film's opening sequence, armed guards in the nursery armed with [[M16]]-type rifles as infants are seen being chosen for the Adam program. The weapons are not seen clearly, but are most likely [[M16A2]]s.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|450px|none|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Soldier-M16-1.jpg|thumb|none|600px|A soldier in the background guarding the nursery in the opening; the barrel of his M16A2 is visible.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AKU-94 Bullpup ==&lt;br /&gt;
&lt;br /&gt;
The standard-issue assault rifles of the soldiers throughout the film, including Sergeant Todd ([[Kurt Russell]]) and later the super-soldiers, are modified [[AK-47#AKU-94|AKU-94]] rifles made to look futuristic. The weapons have been given extended barrels and shrouds that are similar to [[Franchi SPAS-12]] shotgun heatshields (these are however, custom fabricated). Additionally, the rifles have C-More red-dot sights, dual retractable bayonets, and Surefire Universal weaponlights. In some scenes, the rifles feed from standard 30-round AK &amp;quot;banana&amp;quot;-style magazines (this is most obvious during a flashback when Sgt. Todd is seen reloading and his magazine is shown hitting the ground), while in other scenes, they are fitted with 100-round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pix545892796.jpg|thumb|none|400px|AKU-94 Bullpup with polymer magazine - 7.62x39mm. This weapon was the basis for the futuristic assault rifles seen in the movie.]]&lt;br /&gt;
[[File:Soldier_102.jpg|thumb|none|600px|Green ([[Carsten Norgaard]]), Todd ([[Kurt Russell]]), and Riley (James Black) go into battle armed with their custom rifles.  The bayonet is extended here.]]&lt;br /&gt;
[[Image:Soldier-bullpup-3.jpg|thumb|none|600px|A soldier is shown firing his assault rifle during the scene where the old and new soldiers compete against each other. This shot clearly shows that the weapon is a Century Arms bullpup AK. The shape of the AK receiver, selector, and bolt carrier is clearly visible, while the distinctive vented housing over pistol grip identifies the weapon definitively as a Century Arms gun.]]&lt;br /&gt;
[[Image:Soldier-bullpup-4.jpg|thumb|none|600px|Sgt. Todd ([[Kurt Russell]]) fires his assault rifle in a flashback.]]&lt;br /&gt;
[[Image:Soldier-bullpup-5.jpg|thumb|none|600px|A close-up of Sgt. Todd's magazine hitting the ground as he reloads during the flashback. This is quite clearly a standard 30-round &amp;quot;banana&amp;quot;-type AK-47 magazine.]]&lt;br /&gt;
[[Image:Soldier-bullpup-6.jpg|thumb|none|601px|An assault rifle in the hands of one of the newer-generation soldiers. Note that in this scene, the rifle has a 100-round drum magazine.]]&lt;br /&gt;
[[Image:Soldier-bullpup-7.jpg|thumb|none|601px|A close-up of one rifle while firing.]]&lt;br /&gt;
[[Image:Soldier-bullpup-9.jpg|thumb|none|600px|A close-up of two rifles' muzzles during a scene in which Todd tricks the newer warriors.]]&lt;br /&gt;
[[Image:Soldier-bullpup-11.jpg|thumb|none|600px|Another close-up showing the trigger and pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK91 ==&lt;br /&gt;
&lt;br /&gt;
During the &amp;quot;War of the Six Cities&amp;quot;, an enemy soldier is seen armed with a rifle which is definitely a [[Heckler &amp;amp; Koch G3]] variant. It's not seen clearly, but looking closely, it is possible to see that the rifle lacks the flipper magazine release of the original H&amp;amp;K G3, which means that it is almost certainly a civilian [[HK91]] standing in for the mil-spec G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK_Model_91.jpg‎ |thumb|500px|none|HK91 Rifle with Standard Stock - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Soldier-HK91-1.jpg|thumb|none|602px|An enemy soldier during the &amp;quot;War of the Six Cities&amp;quot; is killed while holding an HK91.  Note that the rifle lacks the flipper magazine release of the original H&amp;amp;K G3, which means that it is almost certainly a civilian [[HK91]].]]&lt;br /&gt;
[[File:Soldier 122.jpg|thumb|none|602px|Another enemy soldier goes down holding the HK91 during a flashback.]]&lt;br /&gt;
&lt;br /&gt;
== Claridge LEC9 ==&lt;br /&gt;
Todd and some of the settlers are seen carrying the [[Claridge LEC9]] - a long-barreled carbine version of the [[Claridge Hi-Tec S9]].  Though Goncz Armament, Inc. made a nearly identical carbine before Claridge did, the Goncz carbines were outfitted with wooden furniture, the Claridge carbines were sold with all black synthetic furniture, thus any carbine with black synthetic parts is assumed to be the Claridge variant.  &lt;br /&gt;
[[Image:LEC9.jpg|thumb|none|400px|Claridge LEC9 - 9x19mm]]&lt;br /&gt;
[[Image:Soldier-LEC9-1.jpg|thumb|none|600px|A close-up of a Claridge LEC-9 Carbine sitting on the ground.]]&lt;br /&gt;
[[Image:Soldier-LEC9-2.jpg|thumb|none|600px|Todd checks the magazine of the LEC9.]]&lt;br /&gt;
[[Image:SoldierLEC9FiresA.jpg|thumb|none|600px|Jimmy Pig ([[Michael Chiklis]]) fires his LEC9 when the super-soldiers attack Arcadia 234.]]&lt;br /&gt;
&lt;br /&gt;
== Norinco MAK-90 ==&lt;br /&gt;
&lt;br /&gt;
One of the Arcadia 234 inhabitants can be seen with a [[AK-47#Norinco MAK-90|Norinco MAK-90]] rifle, the &amp;quot;post-ban&amp;quot; semi-automatic civilian version of the Chinese [[AK-47#Norinco Type 56|Norinco Type 56]] ([[AK-47]]). It can be recognized by its thumbhole stock and full-circle front sight. Note that the rifle also appears to be loaded with a short 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAK90.jpg|thumb|none|350px|Norinco MAK-90 - 7.62x39mm]]&lt;br /&gt;
[[Image:Soldier-AK-2.jpg|thumb|none|600px|An Arcadia 234 inhabitant firing a MAK-90 during the raid.]]&lt;br /&gt;
[[Image:Soldier-MAK90-1.jpg|thumb|none|600px|Another image of the colonist firing his MAK-90. Note that the rifle also appears to be loaded with a short 10-round magazine.]]&lt;br /&gt;
[[Image:Soldier-rifles.JPG|thumb|none|601px|Rifle on the left.]]&lt;br /&gt;
[[Image:Soldier-rifles2.JPG|thumb|none|601px|Rifle seen on the left.]]&lt;br /&gt;
&lt;br /&gt;
== Remington Rolling Block==&lt;br /&gt;
&lt;br /&gt;
One of the Arcadia 234 inhabitants can be seen carrying a [[Remington Rolling Block]] rifle, the ancient weapon apparently still in working order after centuries.&lt;br /&gt;
[[Image:Remingtonrollingblock.jpg|thumb|none|350px|Remington Rolling Block - .45 caliber]]&lt;br /&gt;
[[Image:Soldier-LongGuna.jpg‎|thumb|none|600px|An Arcadia 234 inhabitant with a Remington Rolling Block at the ready.]]&lt;br /&gt;
[[Image:SoldierLEC9FiresA.jpg‎|thumb|none|600px|Behind Pic, an Arcadia 234 inhabitant readies his rifle]]&lt;br /&gt;
&lt;br /&gt;
== Bushmaster XM15 &amp;quot;V-Match&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
One of the Arcadia 234 inhabitants carries a [[M16 rifle series#Bushmaster XM15 &amp;quot;V-Match&amp;quot;|Bushmaster XM15 &amp;quot;V-Match&amp;quot;]] semi-automatic rifle fitted with a C-More red-dot sight and 20-round magazine. It is not an [[M16 rifle series#M16A4 Rifle|M16A4]] as mis-identified previously; the weapon's handguards do not match those of any M16 variant, and the weapon also lacks a triangular front sight post, the most distinctive characteristic of the V-Match.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bushmaster xm15 vmatch 20.jpg|thumb|none|500px|Bushmaster XM15 &amp;quot;V-Match&amp;quot; 20&amp;quot; - 5.56x45mm]]&lt;br /&gt;
[[File:Soldier 15.jpg|thumb|none|601px|Rifle seen on left.]]&lt;br /&gt;
[[Image:Soldier-VMatch-1.jpg|thumb|none|600px|An Arcadia 234 inhabitant (right) holds a Bushmaster XM15 &amp;quot;V-Match&amp;quot; when the raid starts.]]&lt;br /&gt;
[[Image:Soldier-VMatch-3.jpg‎|thumb|none|601px|Colonist prepares to fire his Bushmaster V-Match HBAR.]]&lt;br /&gt;
[[Image:SoldierBushmasterA.jpg|thumb|none|601px|The same colonist fires his V-Match at one of the super soldiers...]] &lt;br /&gt;
[[Image:Soldier-VMatch-4.jpg|thumb|none|600px|...only to be hit by the soldier's flamethrower and set on fire.]]&lt;br /&gt;
[[File:Soldier_205.jpg|thumb|none|601px|Rifle seen on the floor fitted with a 100 round magazine.]]&lt;br /&gt;
&lt;br /&gt;
== Rocky Mountain Arms Patriot Pistol &amp;quot;Carbine&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
While loading up to engage the soldiers after repelling the raid on the Arcadia 234 settlement, Sgt. Todd can be briefly seen with a pair of [[Rocky Mountain Arms Patriot Pistol]]s. These Patriot Pistols actually have the full length telescoping stock for the XM177/CAR15 carbines attached.  It looks to be the same Patriot Upper mated to a full auto SP1 lower that was used in the movie ''[[Congo]]''.  These firearms are outfitted with under-mounted flashlights, vintage red laser sights (from the 1980s), and Beta-C magazines.&lt;br /&gt;
  &lt;br /&gt;
[[Image:PatriotPistol.jpg|thumb|none|400px|Rocky Mountain Arms Patriot Pistol with Beta-C magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Soldier_205.jpg|thumb|none|601px|Sgt. Todd loading up one of the Patriot Pistols (done up as a carbine here).]]&lt;br /&gt;
[[Image:Soldier-PatriotPistolA.jpg‎ |thumb|none|600px|Closeup of Sgt. Todd loading up one of the Patriot Pistols (done up as a carbine here).]]&lt;br /&gt;
[[Image:Soldier-Patriot-Pistol2a.jpg‎ |thumb|none|600px|Todd loads the Beta-C magazine into the Patriot Pistol (done up as a carbine here).  Note the mismatched upper and lower receivers, indicating that is is the same hybrid gun used in the movie ''[[Congo]]''.]]&lt;br /&gt;
&lt;br /&gt;
== Browning BL-22 ==&lt;br /&gt;
One of the inhabitants carries a .22 caliber lever action rifle that appears to be a Browning BL-22.  The rifle is loaded with what resembles an [[Uzi]] 9mm magazine.&lt;br /&gt;
[[File:BL-22.jpg|thumb|none|450px|Browning BL-22 - .22 LR]]&lt;br /&gt;
[[Image:Soldier-rifle.JPG|thumb|none|600px|One of the inhabitants carries a .22 caliber lever action rifle that appears to be a Browning BL-22.  The rifle is loaded with what resembles an Uzi 9mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
== Heckler &amp;amp; Koch Mk 23 Mod 0 ==&lt;br /&gt;
&lt;br /&gt;
When Sgt. Todd assists in repelling the first wave of soldiers from the Arcadia 234 settlement, he can be seen picking up and loading a [[Heckler &amp;amp; Koch Mk 23 Mod 0]] pistol. Interesting to note that [[Kurt Russell]] had been seen using a [[Heckler &amp;amp; Koch USP]] mocked up to resemble the Mk23 in ''[[Executive Decision]]'', released only two years prior to the release of this film. This appears to be one of the earliest appearances of the actual pistol used in a film production.&lt;br /&gt;
[[Image:Mk23.jpg|thumb|none|350px|Heckler &amp;amp; Koch Mk 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[Image:Soldier-Mk23-1.jpg|thumb|none|600px|Sgt. Todd ([[Kurt Russell]]) loads up a Heckler &amp;amp; Koch Mk 23 Mod 0 taken from a dead soldier.]]&lt;br /&gt;
[[Image:Soldier-Mk23-2.jpg|thumb|none|600px|Sgt. Todd holding up the Mark 23.]]&lt;br /&gt;
[[Image:Soldier-Mk23-3.jpg|thumb|none|600px|A closer shot of the magazine being loaded.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Single Action Army ==&lt;br /&gt;
&lt;br /&gt;
The cruel and cowardly commander of the soldiers, Colonel Mekum ([[Jason Isaacs]]) can be seen carrying a nickel-plated [[Colt Single Action Army]] with pearl grips as his sidearm, using it to shoot first one of the older soldiers injured in the fight with Caine 607 ([[Jason Scott Lee]]), one of the newer soldiers, and then Captain Church ([[Gary Busey]]) when he refuses to follow orders.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtSingleActionArmy.jpg|thumb|none|300px|Colt Single Action Army w/ 5&amp;quot; barrel - .45 Long Colt]]&lt;br /&gt;
[[Image:Soldier-SAA-1.jpg|thumb|none|601px|Colonel Mekum points his Single Action Army at one of the Adam program soldiers before executing him.]]&lt;br /&gt;
[[Image:Soldier-SAA-2.jpg|thumb|none|601px|Colonel Mekum on board the ship with his SAA holstered.]]&lt;br /&gt;
[[Image:Soldier-SAA-3.jpg|thumb|none|601px|Colonel Mekum with his SAA after having shot Captain Church]]&lt;br /&gt;
&lt;br /&gt;
== Astra 400 ==&lt;br /&gt;
One of the Arcadia inhabitants wields what appears to be a [[Astra 400]], notably when fighting off the soldier with the flamethrower.&lt;br /&gt;
[[Image:Astra_400.jpg|thumb|none|350px|Astra 400 (9mm Bergmann-Bayard caliber)]] &lt;br /&gt;
[[File:Soldier-Pistol.JPG|thumb|none|601px|The inhabitant with the pistol on the right.]]&lt;br /&gt;
[[Image:Soldier-Pistol2.JPG|thumb|none|601px|Another shot on the right.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== M60 Machine Gun ==&lt;br /&gt;
&lt;br /&gt;
During the early training phase, several Humvees can be seen fitted with [[M60 machine gun]]s mounted on the roof.&lt;br /&gt;
&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|400px|M60 machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Soldier-M60-1.jpg|thumb|none|600px|A pair of Humvees fitted with M60 machine guns on the hill as the child recruits are observed during training.]]&lt;br /&gt;
&lt;br /&gt;
== (Fake) DShK ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Crawler&amp;quot; vehicles used by the soldiers during the attack on Arcadia 234 are armed with what appear to be turret-mounted [[DShK heavy machine gun]]s, but these are actually dressed-up [[Browning M2|Browning M2HB]] machine guns.&lt;br /&gt;
&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|350px|DShK 12.7x109mm (compare the receiver to the M2, above, and the guns seen in the movie, below.]]&lt;br /&gt;
[[Image:Soldier-M2-1.jpg|thumb|none|600px|The gunner on a &amp;quot;Crawler&amp;quot; mans the dual machine guns in the turret (fake DShKs mocked up from Browning M2HBs).]]&lt;br /&gt;
[[Image:Soldier-SPP-4.jpg|thumb|none|600px|The turret gunner fires his fake DShKs at night.]]&lt;br /&gt;
[[Image:Soldier-M2-3.jpg|thumb|none|600px|A view from the gunner's perspective. Note the charging handle on the right-hand gun, a clear giveaway that it is a Browning M2HB]]&lt;br /&gt;
&lt;br /&gt;
== Hand Held GE M134 Minigun ==&lt;br /&gt;
&lt;br /&gt;
One of the soldiers engaged in the raid on the Arcadia 234 settlement can be seen firing a short-barreled [[GE M134 Minigun#Hand Held M134 Minigun|hand held GE M134 Minigun]]. Sgt. Todd kills the soldier when his Minigun jams on him, then uses it when engaging the soldiers following the raid. A similar short-barreled minigun was used in 1993's ''[[Last Action Hero]]''.&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|350px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Soldier 245.jpg|thumb|none|600px|One of the soldiers engaged in the raid on the Arcadia 234 settlement can be seen firing a short-barreled [[GE M134 Minigun#Hand Held M134 Minigun|hand held GE M134 Minigun]].]]&lt;br /&gt;
[[Image:Soldier-Minigun-2.jpg|thumb|none|600px|The soldier with the Minigun unloads in the direction of Todd and the women and children he is sheltering.]]&lt;br /&gt;
[[Image:Soldier-Minigun-4.jpg|thumb|none|600px|The soldier tries in vain to clear a jam in his Minigun.]]&lt;br /&gt;
[[File:Soldier 208.jpg|thumb|none|600px|Todd carries the minigun as he prepares to enter battle.]]&lt;br /&gt;
[[File:Soldier 220.jpg|thumb|none|600px|Todd emerges from the water firing the minigun.  According to Paul W.S. Anderson, this shot was actually reverse-printed, as the recoil of the minigun actually pushed Kurt Russell into the water.]]&lt;br /&gt;
[[Image:Soldier 215.jpg|thumb|none|600px|A close-up of the Minigun as Todd fires it.]]&lt;br /&gt;
[[Image:Soldier-Minigun-5.jpg|thumb|none|600px|Muzzle flash seen.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A2 ==&lt;br /&gt;
&lt;br /&gt;
During the montage showing Sgt. Todd's service following his training, a combatant in the &amp;quot;Moscow Incident&amp;quot; can be seen brandishing a [[Heckler &amp;amp; Koch MP5A2]] while holding a civilian woman hostage.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;KMP5A2WideForearm.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A2 - 9x19mm]]&lt;br /&gt;
[[Image:Soldier-MP5-1.jpg|thumb|none|600px|A combatant holds a civilian woman hostage while brandishing a Heckler &amp;amp; Koch MP5A2 during the Moscow Incident.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi LF-57==&lt;br /&gt;
&lt;br /&gt;
During the flashback to the &amp;quot;Battle of the Argentine Moons&amp;quot;, Sgt. Todd is using a pair of nickel-plated [[Franchi LF-57]] submachine guns with the stocks removed and some type of old-fashioned tube sight installed on top. These same guns would later appear in John Carpenter's film ''[[Ghosts of Mars]]''.&lt;br /&gt;
[[Image:FranchiLF57Chrome.jpg|thumb|400px|none|Franchi LF-57 Pistol - 9x19mm.  Screen used Nickel plated LF-57 that appeared in the film ''[[Soldier]]''.  These same guns appeared as well in John Carpenter's film ''[[Ghosts of Mars]]'']]&lt;br /&gt;
[[Image:Soldier-LF57-1.jpg|thumb|none|600px|Sgt. Todd leads his men into combat on a moon while brandishing a pair of nickel Franchi LF-57 submachine guns.]]&lt;br /&gt;
[[Image:Soldier 114.jpg|thumb|none|600px|Sgt. Todd dual-wields the weapons.]]&lt;br /&gt;
&lt;br /&gt;
== Steyr SPP ==&lt;br /&gt;
&lt;br /&gt;
While engaging the soldiers, Sgt. Todd takes a [[Steyr SPP]] converted to fire full-auto from one of the soldiers before dropping a grenade into one of the &amp;quot;Crawler&amp;quot; vehicles to kill the crew. The soldier inside the Crawler who gets killed is also brandishing an SPP. It would appear that the SPP is actually supposed to be the standard-issue sidearm for the Adam project soldiers; this is evidenced by the fact that during the flashback to the &amp;quot;Moscow Incident&amp;quot;, all of the soldiers are carrying machine pistols on thigh holsters which appear to be SPPs.&lt;br /&gt;
[[Image:SteyrSPPPistl.jpg‎|thumb|none|300px|Steyr SPP - 9x19mm]]&lt;br /&gt;
[[Image:Soldier-SPP-5.jpg|thumb|none|600px|Sgt. Todd and his men fighting during the &amp;quot;Moscow Incident&amp;quot;. Note the large machine pistols holstered on their thighs, which appear to be the same Steyr SPPs used later in the film.]]&lt;br /&gt;
[[Image:Soldier-SPP-1.jpg|thumb|none|600px|Sgt. Todd loads a Steyr SPP while preparing to fight the soldiers.]]&lt;br /&gt;
[[Image:Soldier-SPP-2.jpg|thumb|none|600px|Sgt. Todd fires the SPP.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
== Tru Flite 37mm Super Long Range Gas Gun ==&lt;br /&gt;
&lt;br /&gt;
A [[Tru Flite 37mm Super Long Range Gas Gun]] is seen on a man's back as Sgt. Todd walks over to pick up the Claridge LEC9.&lt;br /&gt;
[[Image:Tru-Flite-37mm-Super-Long-Range-Gas-Gun.jpg|thumb|none|500px|Tru Flite 37mm Super Long Range Gas Gun - 37mm]]&lt;br /&gt;
[[Image:Soldier-Unknown gun.JPG|thumb|none|601px|A Tru Flite 37mm Super Long Range Gas Gun on a man's back]]&lt;br /&gt;
[[File:Soldier 15.jpg|thumb|none|601px|Flare gun on left.]]&lt;br /&gt;
&lt;br /&gt;
==Hawk 97-2==&lt;br /&gt;
One of the genetically enhanced soldiers carries a shotgun that appears to be fitted with a magazine.  It appears to be a Hawk 97-2.&lt;br /&gt;
[[File:Hawkpump.jpg|thumb|400px|none|Hawk Pump Tactical Shotgun - 12 Gauge]]&lt;br /&gt;
[[File:Soldier 22.jpg|thumb|none|601px|On right.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch P2A1 Flare Pistol ==&lt;br /&gt;
&lt;br /&gt;
A soldier fires a [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] as they search for Todd.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;K P2A1.JPG|thumb|none|300px|Heckler &amp;amp; Koch P2A1 - 26.5mm]]&lt;br /&gt;
[[Image:Soldier-Flare.JPG|thumb|none|601px|A soldier firing a Heckler &amp;amp; Koch P2A1 Flare Pistol.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Rocket Launcher ==&lt;br /&gt;
&lt;br /&gt;
Some of the soldiers use custom rocket launchers against the inhabitants of Arcadia. Todd also uses the launcher.  These launchers appear to be custom props.&lt;br /&gt;
[[Image:Soldier-flamer-2.jpg|thumb|none|602px|The enhanced soldier firing his flamethrower has the launcher slung.]]&lt;br /&gt;
[[Image:Soldier-Launcher2.JPG|thumb|none|601px|Todd after firing the rocket launcher]]&lt;br /&gt;
[[Image:Soldier-Launcher.JPG|thumb|none|601px|Todd after dispatching the last soldier]]&lt;br /&gt;
[[Image:Soldier-Launcher3.JPG|thumb|none|601px|A soldier about to fire his rocket launcher during the raid]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrowers==&lt;br /&gt;
&lt;br /&gt;
The genetically engineered soldiers use custom-built flamethrowers that were assembled specially for the movie.&lt;br /&gt;
[[Image:SoldierFlameThrower1200.jpg|thumb|none|500px|One of the actual flamethrowers used in ''Soldier'' (this image is an IMFDB exclusive)]]&lt;br /&gt;
[[Image:SoldierFlamethrower.jpg|thumb|none|500px|Opposite side view of a screen-used stunt flamethrower from ''Soldier''. Image from Prop Store of London.]]&lt;br /&gt;
[[Image:Soldier-flamer-1.jpg|thumb|none|602px|An enhanced soldier brandishing a flamethrower during the raid on the colony.]]&lt;br /&gt;
[[Image:Soldier-flamer-2.jpg|thumb|none|602px|The enhanced soldier firing his flamethrower.]]&lt;br /&gt;
[[Image:Soldier-flamer-3.jpg|thumb|none|602px|The enhanced soldier pursues colonists up a flight of stairs before being slain by Sgt. Todd.]]&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
==Sgt. Todd's Commendations==&lt;br /&gt;
A computer readout shows the various commendations awarded to Sgt. Todd, which appear to reference [[Kurt Russell]]'s other films.  There also appears to be references to the [[M56 Smart Gun]] from ''[[Aliens]]'' and the BFG from ''Doom'' (although the latter would not be realized as a physical prop until the ''[[Doom|2005 film adaptation]]'').&lt;br /&gt;
[[File:Soldier 117.jpg|thumb|none|600px|A computer readout shows the various commendations awarded to Sgt. Todd, which appear to reference [[Kurt Russell]]'s other films, including ''[[Tango &amp;amp; Cash]]'', ''[[Escape from New York]]'', ''[[Stargate]]'' and ''[[The Thing (1982)]]''.  On the right, the &amp;quot;Nibian Moon&amp;quot; and &amp;quot;Antares Maelstrom&amp;quot; campaigns are references to a speech made by Khan in ''[[Star Trek II: The Wrath of Khan]]''.]]&lt;br /&gt;
[[File:Soldier 137.jpg|thumb|none|600px|On the left, the commendations appear to refer to the [[Kurt Russell]]-starring films ''[[Captain Ron]]'', ''Backdraft'', and ''[[The Computer Wore Tennis Shoes]]'' among others.  On the left, note the reference to the ''[[Doom|Doom BFG]]''.]]&lt;br /&gt;
&lt;br /&gt;
==Blade Runner references==&lt;br /&gt;
Several references to 1982's ''[[Blade Runner]]'' are made in this film, suggesting that both films take place in the same universe.&lt;br /&gt;
[[File:Soldier 200.jpg|thumb|none|600px|In the center, the front of a discarded &amp;quot;Spinner&amp;quot; from ''[[Blade Runner]]'' can be seen.]]&lt;br /&gt;
[[File:Soldier 136.jpg|thumb|none|600px|On the right, the readout displays that Sgt. Todd is a veteran of the Battle of Tannhauser Gate.  Tannhauser Gate is a location mentioned by Roy Batty in the 1982 film.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Paul W.S. Anderson]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=920791</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=920791"/>
		<updated>2015-05-12T05:01:11Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Kimel AP-9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, front sight, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''Sam and Max: Freelance Police'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump.&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air (such as those knocked skyward by a hit from the Soldiers rocket launcher or the airblast from a Pyro's flamethrower). As another effect, the user will switch weapons 15% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a drum magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 34% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it will draw from the same ammunition pool as the Pistol, Lugermorph, or Winger. Currently, the Shortstop has the effect of boosting all healing on the user by 20% while active, but increases knockback taken by 40%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will increase Scout's maximum health by 15, though increasing the damage he takes from fire by 50%. It also prevents him from taking fall damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with a MG15 style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 Gauge]]&lt;br /&gt;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores 15 health to the user on hit, but only holds three rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. Its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn and deals 10% less damage.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. This boost also restores Pyro to full health and reduces damage by 75% during the initial taunt. The weapon deals 10% less damage than the Flamethrower.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 25% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three (yes, three) grenades compared to the Grenade Launcher, but grenades deal 20% more damage and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha holds a max of 300 rounds instead of 200.&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 10% faster and has no spin-up sound. It is the only weapon in the game depicted with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, but all the Sniper's weapons will deliver mini-crits for eight seconds after he kills an enemy with this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit after the first second will receive eight seconds of Jarate as well as damage. The Sydney Sleeper cannot inflict critical hits or headshots.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 20% longer to charge while zoomed, but every headshot decreases the charge by 10% to a maximum of seven headshots. A shot to the body or a miss while scoped reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is undisguised when they fire the shot (firing while disguised will both drop the disguise and receive no power bonus).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelColtDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=920790</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=920790"/>
		<updated>2015-05-12T04:57:02Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* M79 Grenade Launcher */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, front sight, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''Sam and Max: Freelance Police'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump.&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air (such as those knocked skyward by a hit from the Soldiers rocket launcher or the airblast from a Pyro's flamethrower). As another effect, the user will switch weapons 15% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a drum magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 34% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it will draw from the same ammunition pool as the Pistol, Lugermorph, or Winger. Currently, the Shortstop has the effect of boosting all healing on the user by 20% while active, but increases knockback taken by 40%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will increase Scout's maximum health by 15, though increasing the damage he takes from fire by 50%. It also prevents him from taking fall damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with a MG15 style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 Gauge]]&lt;br /&gt;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores 15 health to the user on hit, but only holds three rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. Its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn and deals 10% less damage.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. This boost also restores Pyro to full health and reduces damage by 75% during the initial taunt. The weapon deals 10% less damage than the Flamethrower.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 25% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three (yes, three) grenades compared to the Grenade Launcher, but grenades deal 20% more damage and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha holds a max of 300 rounds instead of 200.&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 10% faster and has no spin-up sound. It is the only weapon in the game depicted with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing a resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, but all the Sniper's weapons will deliver mini-crits for eight seconds after he kills an enemy with this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit after the first second will receive eight seconds of Jarate as well as damage. The Sydney Sleeper cannot inflict critical hits or headshots.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 20% longer to charge while zoomed, but every headshot decreases the charge by 10% to a maximum of seven headshots. A shot to the body or a miss while scoped reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is undisguised when they fire the shot (firing while disguised will both drop the disguise and receive no power bonus).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelColtDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=920789</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=920789"/>
		<updated>2015-05-12T04:50:11Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, front sight, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''Sam and Max: Freelance Police'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump.&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air (such as those knocked skyward by a hit from the Soldiers rocket launcher or the airblast from a Pyro's flamethrower). As another effect, the user will switch weapons 15% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a drum magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 34% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it will draw from the same ammunition pool as the Pistol, Lugermorph, or Winger. Currently, the Shortstop has the effect of boosting all healing on the user by 20% while active, but increases knockback taken by 40%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will increase Scout's maximum health by 15, though increasing the damage he takes from fire by 50%. It also prevents him from taking fall damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with a MG15 style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 Gauge]]&lt;br /&gt;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores 15 health to the user on hit, but only holds three rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. Its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn and deals 10% less damage.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. This boost also restores Pyro to full health and reduces damage by 75% during the initial taunt. The weapon deals 10% less damage than the Flamethrower.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 25% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three grenades compared to the Grenade Launcher, but grenades deal 20% more damage and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha holds a max of 300 rounds instead of 200.&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 10% faster and has no spin-up sound. It is the only weapon in the game depicted with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing a resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, but all the Sniper's weapons will deliver mini-crits for eight seconds after he kills an enemy with this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit after the first second will receive eight seconds of Jarate as well as damage. The Sydney Sleeper cannot inflict critical hits or headshots.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 20% longer to charge while zoomed, but every headshot decreases the charge by 10% to a maximum of seven headshots. A shot to the body or a miss while scoped reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is undisguised when they fire the shot (firing while disguised will both drop the disguise and receive no power bonus).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelColtDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=920788</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=920788"/>
		<updated>2015-05-12T04:48:56Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Luger P08 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, front sight, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''Sam and Max: Freelance Police'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump.&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air (such as those knocked skyward by a hit from the Soldiers rocket launcher or the airblast from a Pyro's flamethrower). As another effect, the user will switch weapons 15% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 34% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it will draw from the same ammunition pool as the Pistol, Lugermorph, or Winger. Currently, the Shortstop has the effect of boosting all healing on the user by 20% while active, but increases knockback taken by 40%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will increase Scout's maximum health by 15, though increasing the damage he takes from fire by 50%. It also prevents him from taking fall damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with a MG15 style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 Gauge]]&lt;br /&gt;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores 15 health to the user on hit, but only holds three rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. Its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn and deals 10% less damage.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. This boost also restores Pyro to full health and reduces damage by 75% during the initial taunt. The weapon deals 10% less damage than the Flamethrower.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 25% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three grenades compared to the Grenade Launcher, but grenades deal 20% more damage and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha holds a max of 300 rounds instead of 200.&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 10% faster and has no spin-up sound. It is the only weapon in the game depicted with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing a resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, but all the Sniper's weapons will deliver mini-crits for eight seconds after he kills an enemy with this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit after the first second will receive eight seconds of Jarate as well as damage. The Sydney Sleeper cannot inflict critical hits or headshots.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 20% longer to charge while zoomed, but every headshot decreases the charge by 10% to a maximum of seven headshots. A shot to the body or a miss while scoped reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is undisguised when they fire the shot (firing while disguised will both drop the disguise and receive no power bonus).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelColtDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=920787</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=920787"/>
		<updated>2015-05-12T04:46:08Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Pistol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''Team Fortress 2''''' is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.&lt;br /&gt;
&lt;br /&gt;
The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, front sight, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.&lt;br /&gt;
&lt;br /&gt;
The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; sidearm in the ''[[Sam and Max: Freelance Police]]'' series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered ''Sam &amp;amp; Max: The Devil's Playhouse'' or bought it within the first week of its release, or by winning it from Max in the game ''Poker Night at the Inventory''. Based on the [[Luger P08]], the Lugermorph is only a cosmetic reskin of the regular Pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from &amp;quot;The Family Business&amp;quot; are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump.&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air (such as those knocked skyward by a hit from the Soldiers rocket launcher or the airblast from a Pyro's flamethrower). As another effect, the user will switch weapons 15% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; ==&lt;br /&gt;
The &amp;quot;Panic Attack&amp;quot; shotgun is based off a [[Winchester Model 1897]] in it's famous &amp;quot;Trench Gun&amp;quot; configuration, with a sawed down stock and a magazine loaded into the bayonet mount. The weapon acts similarly to the Soldier's Beggar's Bazooka, having the player load in rounds and firing them off in a quick succession. The weapon also loads shells 34% faster than the Ithaca 37 listed above. The weapon also fires faster as the player's health gets lower, but accuracy decreases as well.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|400px|Winchester Model 1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|COP 357]] with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with &amp;quot;snake shot&amp;quot; instead of bullets, it will draw from the same ammunition pool as the Pistol, Lugermorph, or Winger. Currently, the Shortstop has the effect of boosting all healing on the user by 20% while active, but increases knockback taken by 40%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; resembles a [[Beretta 3032 Tomcat]] with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will increase Scout's maximum health by 15, though increasing the damage he takes from fire by 50%. It also prevents him from taking fall damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a &amp;quot;Hype&amp;quot; meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.&lt;br /&gt;
&lt;br /&gt;
Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1887 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; appears to be a [[Winchester Model 1887]] with a MG15 style magazine, as well as a sawed-off barrel and stock. The &amp;quot;Back Scatter&amp;quot; works similarly to the Pyro's &amp;quot;Backburner&amp;quot; flame thrower, dealing out more damage if the enemy is shot from behind. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.&lt;br /&gt;
[[Image:M1887 Airsoft.jpg|thumb|none|450px|'''Airsoft''' replica Model 1887 with sawn-off stock, barrel, and cutaway trigger guard, as seen in ''[[Terminator 2: Judgment Day]]'' - (fake) 10 Gauge]]&lt;br /&gt;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the [[Browning Auto-5]] appears as an unlockable primary weapon for the Scout, referred to in-game as the &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a &amp;quot;Boost&amp;quot; meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping. The name is inspired from infamous gangster &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; Unlike its single-shot real-life counterpart, the [[RPG-7]], the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for &amp;quot;rocket jumping,&amp;quot; wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|Multiple soldiers holding the RPG-7-based weapon in ''Trailer 2''. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores 15 health to the user on hit, but only holds three rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. Its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s strapped to his chest. He uses them as demonstration aids in the ''Meet the Soldier'' promotional video. He only uses them in-game as part of his &amp;quot;kamikaze&amp;quot; taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.&lt;br /&gt;
&lt;br /&gt;
The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.&lt;br /&gt;
&lt;br /&gt;
The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn and deals 10% less damage.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, filled by burning enemies. This boost also restores Pyro to full health and reduces damage by 75% during the initial taunt. The weapon deals 10% less damage than the Flamethrower.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the [[Orion Flare Gun]] with the latching mechanism of the [[M8 flare pistol]]. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; a modified flare gun that allows its user to detonate its rounds in mid-flight. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 25% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the [[AN/M14 incendiary grenade]]. They have black bodies with an orange/yellow band and spoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a [[Milkor MGL]] attached to the stock, handguard, and front leaf sight of an [[M79 grenade launcher]]. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.&lt;br /&gt;
&lt;br /&gt;
A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. The weapon only holds three grenades compared to the Grenade Launcher, but grenades deal 20% more damage and fly 25% faster, similar to the Direct Hit. However, grenades fired will shatter harmlessly unless hitting an enemy player or building, and have a 25% smaller explosion range on a direct hit. Its double-barreled model was originally due to its former capacity of only two grenades, much like the regular Grenade Launcher displaying six chambers rather than four, but this has been changed as of December 22, 2014.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the &amp;quot;Scottish Resistance&amp;quot;, which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|A Scottish Resistance in ''Team Fortress 2''. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; is a Mann Co.-branded [[Model 24 Stielhandgranate]] with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; a portable minigun based on a [[GE M134 Minigun]] with Dillon Aero flash suppressors and a white 200-round ammunition drum. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha holds a max of 300 rounds instead of 200.&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|The Heavy fires Sasha in ''Trailer 2''. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; is another unlockable primary weapon for the Heavy, based on an 1860's [[Gatling Gun]]. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 10% faster and has no spin-up sound. It is the only weapon in the game depicted with a fitted sling.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|The Engineer chambers a round in the Frontier Justice during the ''Mac Trailer'', which was released to announce the porting of numerous Valve Software games to the Apple OS.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|SRM Arms Model 1208]]) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the &amp;quot;Wrangler&amp;quot; is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|A level 3 Sentry as seen in ''Meet the Spy''. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; It combines the general shape and distinctive front sight of a [[MAT-49]] with the rear sight, magazine, and bolt of an [[M1A1 Thompson]]. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|The Scout holds the SMG in ''Trailer 1''. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; is a submachine gun bearing a resemblance to the [[Kimel AP-9]] with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the [[Uzi]]. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, but all the Sniper's weapons will deliver mini-crits for eight seconds after he kills an enemy with this weapon.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; based on the [[Remington 700]] with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit after the first second will receive eight seconds of Jarate as well as damage. The Sydney Sleeper cannot inflict critical hits or headshots.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; is a purchased or crafted alternate primary weapon for the Sniper. It takes 20% longer to charge while zoomed, but every headshot decreases the charge by 10% to a maximum of seven headshots. A shot to the body or a miss while scoped reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; is a cosmetic reskin of the Sniper Rifle as an [[Accuracy International Arctic Warfare]] fitted with a folded Harris bipod. Its item description references the AW's notoriety in the ''Counter-Strike'' community.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; Koch G36]] with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the team-colored beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though the Sniper will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed. The Classic is a throwback to the Sniper Rifle from ''Team Fortress Classic'', which operated with almost identical mechanics and also heavily resembled a G36.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
[[Image:TF2G36.JPG|thumb|none|500px|The &amp;quot;Classic&amp;quot; in ''Team Fortress 2''. Note that it has a RIS rail instead of a charging handle.]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; is a [[Colt Python]] with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|Dan Wesson PPC .357]] revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; alternate pistol is a stainless [[Colt Detective Special]] with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is undisguised when they fire the shot (firing while disguised will both drop the disguise and receive no power bonus).&lt;br /&gt;
&lt;br /&gt;
The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelColtDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; Hamm] created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a [[Smith &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an [[American Derringer Model 1]], albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=919887</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=919887"/>
		<updated>2015-05-09T22:02:49Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Colt 9mm Submachine Gun */ The HUD suggests he's actually withdrawing it to use the Beretta.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 will come out on April 21st 2015 as an early access title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta 92 Hybrid ==&lt;br /&gt;
It appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks.It seems to be a combination of the [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]] frame and the [[Beretta 92 pistol series#Beretta 92G Elite 1A|Beretta 92G Elite 1A]] slide (without the markings).Given Tripwire's extensive experience with realistic weapons depiction from other proprietary titles (such as Red Orchestra), this was probably done to avoid possible legal issues. &lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Beretta92GElite1A.jpg|none|thumb|350px|Beretta 92G Elite 1A - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-1.jpg|none|thumb|600px|A player draws his 9mm Pistol.Note the front and back slide serrations as well as the protrusions on the location of the chamber evident to the Beretta 92G Elite 1A.Also the barrel does not protrude past the slide.]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-2.jpg|600px|thumb|none|The player peers at the Beretta's magazine before loading it in.Note the shape of the hammer, and that the butt of the grip is rounded, evident to the M9A1.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando perk. It fires in semi and burst modes. This version of the Colt 9mm Submachine Gun features a forward assist and Rail Interface System with RRA Tactical Mount rear sight and Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|350px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-1.jpg|thumb|600px|none|A nice shot of the side of the Colt SMG.]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-2.jpg|thumb|600px|none|A player draws his SMG.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder edition of Mossberg 500. Attached to the rail on the muzzle device is a useable flashlight. It holds 7+1 in-game, rather than 5+1.&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|600px|none|The Mossberg 500 Rolling Thunder 12-Gauge pump-action shotgun]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|The Mossberg 500 in game]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun is the third weapon available for the Support perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. Like in first Killing Floor, it features a 6-round magazine, indicating the use of three-inch shells.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|350px|none|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-1.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-2.jpg|thumb|600px|none|The Super 90 in all its glory.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support. It deals more damage than the standard pump-action and has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|600px|none|Stoeger/IGA 12 Gauge Double Barreled Shotgun]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|Reloading the shotgun]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|Performing the brass check]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[SA80#L85A2|L85A2]] is the second weapon for the Сommando perk. It replaces the L22 from the original and is fitted with an EOtech holographic sight. It also sports Magpul EMAGs as it's standard magazines.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|350px|none|L85A2 - 5.45x39mm.]]&lt;br /&gt;
[[Image:KillingFloor2-185A2-1_.jpg|thumb|600px|none|A player scans the Metro's advertisements, L85A2 in hand.]]&lt;br /&gt;
[[Image:KillingFloor2-L85A2-2.jpg|thumb|600px|none|A player begins to unequip his L85A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12|AK-12]] is the third Commando-perk weapon and replaces the Draco Carbine from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|350px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-1.jpg|thumb|600px|none|The Tactical Reload for the AK-12. Note the bullets are rendered in the magazine.]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-2.jpg|thumb|600px|none|A lovely shot of the AK-12.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a vertical foregrip. Unlike in the first game, the barrel is short, indicating it is the CQC model, and it has a InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|350px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=919886</id>
		<title>Talk:Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=919886"/>
		<updated>2015-05-09T22:00:56Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Butchers Western Pack &amp;amp; Butchers BBQ Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started ==&lt;br /&gt;
Well I'm not the best at coding but I just wanted to get this page started. Anyone is free to help. --[[User:eelikay|eelikay]] 10:23, 2 August 2013 (CDT)&lt;br /&gt;
:Gimmie some time, I can get default screenshots for most every beta game. --[[User:Dannysaysnoo|Dannysaysnoo]] 00:34, 3 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Not a Heat reference==&lt;br /&gt;
&lt;br /&gt;
Just because the game has a 733, doesn't mean it's a reference to Heat. Also it isn't even using the curved 30 round magazine. It's like a badly rendered stretched 20 round mag like in COD Black Ops. Also Payday 2's 733 also has a modern M4 3rd gen stock and A2 rear sight while the 733 in Heat had a gen 2 stock and an A1 rear sight. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:17, 3 August 2013 (EDT)&lt;br /&gt;
:I guess they add the 20 round mag as a balancing thing. The stock and sight differences are odd, would that change the model? Also, I can't show you it yet, as the beta hasn't opened up that far, but it also seems like the game has the [[FN FNC]], if menu art is anything to go by. That is most certainly a Heat reference, and the developers have already stated it was an influence on the game. [[user:Dannysaysnoo|Dannysaysnoo]] 11:27, 3 August 2013 (GMT)&lt;br /&gt;
::It's really moot point since we're just robbing banks in a modern setting, so I'd use a more contemporary weapon than a design that's a bit dated. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:28, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The AUG is MASR STG ? ==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
AUG's Magazine is not original. Do This Made MASR ? Assuming this is MASR made​​ AUG ? - [[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 13:46, 3 August 2013 (JST)&lt;br /&gt;
:Looks like a Magpul PMAG, as for the rifle, it's not uncommon for game devs to model their guns off of airsoft or civilian versions of guns. So it could be a MASR STG instead of a true AUG, I don't know how to tell.--[[User:Crazycrankle|Crazycrankle]] ([[User talk:Crazycrankle|talk]]) 09:46, 3 August 2013 (EDT)&lt;br /&gt;
::Also the foregrip is the KAC vertical grip instead of the folding grip [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:29, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== All beta weapons added ==&lt;br /&gt;
&lt;br /&gt;
That's every single weapon from the beta capped, and added. [[user:Dannysaysnoo|Dannysaysnoo]] 17:27, 3 August 2013 (GMT)&lt;br /&gt;
:You can't access the P90 or HK416 in the beta? There are silhouettes for them on the second pages of primary and secondary weapons.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 17:28, 4 August 2013 (EDT)&lt;br /&gt;
::No, you can't. The level cap is 30. The only weapons not on the page are the FN FNC, at 33, the M16A2, at 39, A double barrel shotgun at 39, the P90 at 36, and the Deagle at 36. (Those are just guesses as to what they are. They might be slightly different once I see the 3D models. [[user:Dannysaysnoo|Dannysaysnoo]] 01:40, 4 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
I think we should use view mode for the majority of the screen shots. The models have more detail than thirdperson and you can see more of it than in first person&lt;br /&gt;
ex: http://imageshack.us/a/img203/7945/0tfc.jpg&lt;br /&gt;
(This is just a photo since I can't screenshot on a PS3 and don't have a computer version of the game)&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 17:31, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon Variants ==&lt;br /&gt;
&lt;br /&gt;
So I was thinking the gun customization in this game means a lot of guns have different variants that are worthy of article mention- here's what I've found:&lt;br /&gt;
&lt;br /&gt;
CAR-4 (M4A1- furniture mods can turn it into a LR300.&lt;br /&gt;
&lt;br /&gt;
UAR (AUG A2)- A3 forend mod.&lt;br /&gt;
&lt;br /&gt;
M308 (M14)- Jae 100 chassis, the EBR chassis is already shown in the article.&lt;br /&gt;
&lt;br /&gt;
Ak5- FNC handguard and Ak5C stock + forend, no ability to give it a proper &amp;quot;C&amp;quot; carbine barrel though.&lt;br /&gt;
&lt;br /&gt;
AMR-16 (M16A4)- can get the A1 handguard.&lt;br /&gt;
&lt;br /&gt;
Compact 5 (MP5)- the MP5K can be unlocked for use in addition to being used in the Sentry gun.&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:53, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
This ist LR 300 ??&lt;br /&gt;
[[File:Payday2 lr300 previu 1.jpg|thumb|none|600px|Lr300 ???]]&lt;br /&gt;
--[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 14:17, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree with mentioning this in the main article. I have also found that the Colt Model 733 is turned into a Colt Model 933 if attaching an optical sight. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 14:37, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
Article finished. Make any other screenshots? --[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 11:01, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Anyone know what rifle this is? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2SR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
This is the picture from the sniper asset you can buy on Watchdogs day 2. Anyone know what rifle he's carrying? Looks like a Remington 700 variant, but I'm having trouble identifying the specific model.--[[User:Lynx|Lynx]] ([[User talk:Lynx|talk]]) 12:09, 12 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DLC weapons ==&lt;br /&gt;
&lt;br /&gt;
A DLC has been released including 3 new guns and in two days another DLC will release adding yet another 3 new guns. So if anyone feels inclined to properly identify the real life models and add screenshots, I would appreciate it. I would do so myself but having played the game all my guns are heavily customized at this point. &lt;br /&gt;
&lt;br /&gt;
Armored Transport DLC includes a SIG 551-A1 SBR (From what I can tell, might be a different model), a Walther PPK and a Carl Gustav M/45 sub machine gun (Which is erroneously stated to be .45 cal on the DLC page).&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/armoredtransport/&lt;br /&gt;
&lt;br /&gt;
The DLC to be released will include a FN SCAR-H, a HK MP7 and a handgun I can't identify. &lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/gageweaponpack01/ &lt;br /&gt;
&lt;br /&gt;
- [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
The unidentified handgun seems to be a Sig Sauer P226.&lt;br /&gt;
&lt;br /&gt;
I've started uploading screenshots of the weapons in the first DLC. Won't be uploading any for the second pack, as I have no intent of buying it right now. Would appreciate it if someone wrote some&lt;br /&gt;
descriptions and correctly identify the Sig Sauer model. - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got both DLCs so I'll upload the screencap a when I get the chance. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 11:46, 28 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
The most recent update (Death Wish) added a new difficulty and in that difficulty, we have two more weapons featured in the hands of NPCs (The guns are currently unavailable to players). The guns being the HK UMP and the Benelli M4 (Which seems to be based on the H2O model, but with a solid instead of a telescoping stock). Both seen featured here:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=e8CMPB03-pw&amp;amp;feature=player_detailpage#t=45 - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
Another DLC pack incoming - 3 sniper rifles to add to the arsenal, all featured in this video: &lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=sNs9yQcc5ew&lt;br /&gt;
&lt;br /&gt;
Pictures and in-game names are scheduled to be revealed tomorrow. So far though, I've identified one of them as a Barret M95. [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
:Looks like the other two are the Blaser R93 LRS2 and a Remington 700 with verious chassis mods (wooden M40A5 and MSR, it looks like). Barret seems weirdly semi auto.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:24, 6 May 2014 (EDT)&lt;br /&gt;
&amp;quot;Barret seems weirdly semi auto.&amp;quot;. Well, it is a video game bolt action rifle. I think the limited FOV cuts off the actual bolt operation animation. If you look closely, you can see that the right hand isn't holding the grip after shooting (At about 26,5s in the video). --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 20:53, 6 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am very lazy. I apologize for that. Anyway, I uploaded inventory screenshots of the shotguns from the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 03:13, 4 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP5A2/A3/KN? ==&lt;br /&gt;
&lt;br /&gt;
Now, correct me if I'm wrong, but wouldn't the presence of a burst fire option in the selector make them MP5A4, A5, SD5, SD6 and KA4 respectively? --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:15, 8 June 2014 (EDT)&lt;br /&gt;
:Actually the texture is kinda goofed, the selector has no Safe option, it doesn't have a crossed out white bullet pictogram, instead it has a white Semi pictogram, so technically it has no Safe mode, it just has Semi/Burst/Auto. :\  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 00:24, 4 July 2014 (EDT)&lt;br /&gt;
[[File:PAYDAY2 weird MP5 fire selector.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
== Missed lots of guns, MP7, and FAL's pic, three new shotguns DLC which include Benelli M4 , STRIKER12, and KSG, anyone wants to work with me? ==&lt;br /&gt;
&lt;br /&gt;
I m newbie, so don't know too much about it.....&lt;br /&gt;
&lt;br /&gt;
== FN FNC ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard changes the AK5 to a FNC. Could someone in possession of the mod add it on please?&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 22:14, 21 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PSG-1 from Modded G3? ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that modding Gewehr 3 with DMR Kit, Precision foregrip, grip and stock will create a gun that heavily resembles H&amp;amp;K PSG-1, should it be included in the list?&lt;br /&gt;
and if so, under what category should it be in?, since the ridle is not a proper sniper rifle in game so to speak&lt;br /&gt;
&lt;br /&gt;
Here's the said rifle:&lt;br /&gt;
[[File:2014-10-05 00001.jpg|800px|thumb|none|alt text]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 00:50, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It looks like [[Heckler &amp;amp; Koch SR9TC]].&lt;br /&gt;
[[File:HKSR9TC.jpg|600px|thumb|none|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm. The TC version has the PSG buttstock as well as the trigger pack.]]&lt;br /&gt;
--[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 10:40, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It actually uses the original PSG-1 parts so it's not a SR9TC, even though, I'd say it's more a hybrid than other. --[[User:James Dalcan|James Dalcan]]&lt;br /&gt;
&lt;br /&gt;
:That gun is a total mongrel, it is no real G3 variant. Firstly, there is a paddle mag release which rules out the SR9 and PSG-1. The combination of a front sight post and the PSG style handguard might suggest an MSG90A1, however it has a plain barrel, the trigger pack is the original metal type rather than the polymer Navy type used on the MSG90, and the rear sight is a normal diopter rather than the one used on the MSG90. Technically, I would say that it is a G3 fitted with a PSG-1 handguard, butt and trigger shoe, and a plain heavy barrel (it is not the normal PSG-1 one though, it is too short).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That is exactly what it is in game, it's essentially G3 modded with PSG-1 parts (possible in reality or not aside), now the question is that is it worth mentioning somewhere in the main article or not, even as Modded variant and another gun itself. --[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 21:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== John Wick DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL released a new DLC based on [[John Wick]], which added John as a playable character, a Glock 26, three new accessories for the pistols, two new grips for the Glocks, and the ability the dual wield the Glock 26, the Operator, the Beretta 92 (a shout-out to Matrix, perhaps?) and the Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
They added another weapon, a SPAS 12, with it's own sets of mods and all.&lt;br /&gt;
&lt;br /&gt;
== Gage Historic Pack DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL is making a new weapon pack full of WWII era weapons. The weapons are, at least by my guess, to be a MG42, a Mauser C96, either a Sten gun or a Sterling, and a sniper version of the Mosin-Nagant. So apparently with the purchase of the pack, you get to murder cops with an 100 year old handgun. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
: http://overkillsoftware.com/gagehistoricalpack/ [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:18, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Well, I was close, the weapons in it are an MG42, named the Buzzsaw 42, a Sterling, named the Pratchett L2A1, the C96 is named the Broomstick, and the Mosin 91/30 is named the Mosin-Nagant. Even so, you get to murder cops with WWII-era weaponry. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
&lt;br /&gt;
== Chicago Typewriter ==&lt;br /&gt;
&lt;br /&gt;
A M1928 was added the game to celebrate two million people joining the PAYDAY Steam Group.&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/2million/&lt;br /&gt;
&lt;br /&gt;
Still haven't unlocked any mods since they're dropped in the Payday instead of being unlocked via achievements, but still, it's pretty neat. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 21:22, 4 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== L85 is upcoming , in Clover Character Dlc ==&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/games/thediamond/&lt;br /&gt;
&lt;br /&gt;
== The Bomb Heists DLC Weapons ==&lt;br /&gt;
The HS Produkt VHS-2 and HS Produkt HS2000 40SW model is added on The Bomb Heists DLC. Its named &amp;quot;Lion’s Roar rifle&amp;quot; and &amp;quot;LEO pistol&amp;quot;. --[[User:Seganamcofan|Seganamcofan]]&lt;br /&gt;
&lt;br /&gt;
It's an Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, actually. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 03:22, 26 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== XDM/HS2000 ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit perplexed by the XDM, since it has the serrations of a XDM, and yet they still went out of their way to label it HS. It appears that Springfield just markets the HS2000 in the US, everything is still manufactured in Croatia. Is there an international version of the XDM that HS sells? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:03, 1 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why do the images have the weapons' actual names in quotes? ==&lt;br /&gt;
&lt;br /&gt;
It seems kind of weird having image descriptions that state things like; 'The player holds the &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.' despite the fact that those are the actual names of the weapons. Wouldn't it be more fitting to say; 'The player holds the &amp;quot;CMP&amp;quot;.', or at least remove the quotes? The way that it's set up just really bothers me.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 00:38, 2 February 2015 (EST)&lt;br /&gt;
:It's standard practice to include the name of the actual weapon, and there's nothing wrong with having the alias in quotes. I see nothing wrong here. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:11, 2 February 2015 (EST)&lt;br /&gt;
:: Well, I gotta admit seeing the quoted weapon name on almost every in-game thumbnail does look a bit annoying, not to mention a wee bit redundant perhaps. But as said, there's nothing actually wrong with it. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:04, 2 February 2015 (EST)&lt;br /&gt;
::Oh, you mean in the captions. Yes, that's a bit annoying. I wouldn't object if someone took them out. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:44, 2 February 2015 (EST)&lt;br /&gt;
:::I think it's an artifact of Mateogala not really speaking English, he puts the in-game weapon name in quotes I guess because he saw a page where that was done with a fictional or hybrid weapon. If anyone's doing a find / replace for that, could they also swap &amp;quot;player&amp;quot; for &amp;quot;player character?&amp;quot; That one always bugs me, the player isn't the guy in the game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:55, 2 February 2015 (EST)&lt;br /&gt;
::::Yeah, I was referring to the captions, should've been a bit more concise. There's nothing inherently wrong with it, it's just ever so slightly bothersome to me personally. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 22:18, 3 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== We are getting a Minigun and AT4 ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=EWpeEe6qxHc    But one thing confuse me is in the video, it shows an AT4, but in store page, the introduction says it's RPG.&lt;br /&gt;
&lt;br /&gt;
== We are going to get a MAC 11 ==&lt;br /&gt;
&lt;br /&gt;
http://media.overkillsoftware.com/2015/02/hlm2_jacket_gun_screen.png    &lt;br /&gt;
&lt;br /&gt;
Unlock it through purchase Hotline Miami 2 digital pack on March 10.&lt;br /&gt;
&lt;br /&gt;
It's a MAC 11, right?&lt;br /&gt;
&lt;br /&gt;
Looks more like a Cobray M11/9. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:07, 25 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== OVERKILL DLC ==&lt;br /&gt;
&lt;br /&gt;
The weapons have been announced for the DLC. They are a handheld M134 Minigun and an RPG-7. This is gonna be fun. [[User:PaperCake|PaperCake]] 12:29, 6 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== M134 Barrels ==&lt;br /&gt;
&lt;br /&gt;
The article mentions that they don't move, but they actually do, at least with the short and Vulcan-esque barrels. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:21, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Okay, I just checked, the default and Aerial Assault barrel definitely move, but I'm still not sure about the short ones, I have no money in game at the moment, so I can't check right now. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:40, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
I just read a lot of people saying they didn't spin on the forums and reddit, I didn't actually check myself. I just watched a video and they were spinning in first person, so maybe they just don't spin in 3rd person or maybe those people were wrong. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:25, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
After some testing, I managed to find out that if your game is running at 30, 60 or 120 FPS the barrels appear to not rotate due to the monitor not being able to actually register the spin before it refreshes. In 45, 50, 75, and 135 the barrel jumps around, but some rotation can be seen. So in conclusion, yeah, they do spin. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:01, 8 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you know if the 3rd person model spins as well? [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:44, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=_hS6h4NTd3w&amp;amp;feature=youtu.be  --[[User:Mateogala|Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr]] ([[User talk:Mateogala|talk]]) 17:26, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have a feeling this might be the same optical illusion that causes car wheels to stop spinning or rotate backwards: if the barrels are in the same position every time the screen refreshes, the minigun will appear to not be turning even though it actually is. The reason it appears to be totally stopped is the lack of motion blur on them, I think. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:33, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If I knew how to record at around 600-1200 FPS (Which can be done) I could make a video showing the barrels rotating. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:00, 9 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've seen videos of first person showing them spinning (I don't have enough to buy the weapon myself yet.) What I'm asking is if the 3rd person model spins as well. Payday 2 (like lots of games) has separate models for first person and 3rd person, the 3rd person models are significantly lower quality and the animations for them are less precise (look at this mod that replaced the 3rd person models with the 1st person ones to see https://steamcommunity.com/app/218620/discussions/15/558754900072790886). The only person I saw using the minigun ingame only had it for a few seconds and I didn't get a chance to see if the barrels spun in 3rd person. Regardless I removed the part about them not spinning, but may add a note if they don't spin in 3rd person. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 13:16, 9 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==P30L?==&lt;br /&gt;
I'm thinking of buying this game since it's on sale on Steam (along with it's ludicrous amount of DLC). BUT, didn't Overkill really add H&amp;amp;K P30Ls with the John Wick update? I was kinda hoping I'd see them in the game. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:10, 10 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
They added a Glock 26 (Chimano Compact) with John Wick as his signature gun. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 10:03, 10 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
There isn't a P30L in the game, but there are pistols in the game that you can mod to look similar to it, like the USP (Interceptor .45 in game) with either the Facepunch Compensator or the Match slide, the Signature .40 (SIG P226) modified with the Facepunch compensator also looks similar, then the Chimano Custom (Glock 22C) kinda sorta but not really looks like it with the Facepunch again.  But your best bet would be the Interceptor .45[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 22:34, 12 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I got the game a couple of days ago. I'm fine with the USP Expert, but they are not the same as P30Ls. Oh, and I've never been a fan of modifying my weapons in games, and I haven't modified the Expert yet. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 04:53, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Modifying most of your guns to be useful is a pretty key feature in PayDay 2. Most of the weapons are not at their highest capability stock, and some of them are even detrimental as so. It does suck at times, because you often have to make your gun look ridiculously stupid in order for it to be useful, but that's just the way the game works. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 06:49, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I know, right. I've played the first one, which honestly felt a bit frustrating at times (partially because every enemy took almost 15+ rounds to kill depending on the weapon), and the Payday 2 beta. This one is less frustrating. I'm currently using the SCAR-H and the Expert, or the 1911, 'cause they take only a couple of shots to kill the enemies (well, cops, let's be honest) even without any modifications. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 07:31, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Over-Under Shotgun ==&lt;br /&gt;
&lt;br /&gt;
[[File:PD2-OU-Side.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:PD2-OU-Front.jpg|thumb|500px|none]]&lt;br /&gt;
&lt;br /&gt;
Introduced with (free) Bonnie character pack March 13th. A 12 Gauge Over-Under. Anyone know what kind? I think a Beretta, but not sure.[[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 20:28, 16 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Beretta 682 Gold E. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 20:53, 16 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Looks like a Beretta S3 O/U and CZ Redhead Deluxe O/U hybrid so I added it as such. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 01:39, 19 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butcher Mod pack ==&lt;br /&gt;
&lt;br /&gt;
There's new mods for most of the old weapons (And a stealth mod for the saw, thank God), the new lower reciever for the AUG turns it into a EF88, the CQC barrel for the Ak 5 turns it to an Ak 5c and I haven't bought them yet, but there's mods for both the MP5 (An straight magazine that rechambers it to 10mm), and a barrel jacket and suppressor for the P90. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:04, 19 March 2015 (EDT)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Payday_2_EF88_left.jpg|Left side.&lt;br /&gt;
File:Payday_2_EF88_right.jpg|Right side.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Oh, and Big Boss' M1911's suppressor for Metal Gear Solid 3 was added. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:16, 19 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== AA12, M32 grenade launcher is coming soon ==&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/games/bbq/&lt;br /&gt;
&lt;br /&gt;
Don't know what the Flamethrower is, looks cool&lt;br /&gt;
&lt;br /&gt;
In the very articulate words of Hiimdaisy's rendition of Yosuke from Persona 4: &amp;quot;Dude, dude, dude, duuude[...]&amp;quot; Also, the flamethrower is a prop made by the special effects artist of the studio where Overkill recorded this and the Overkill Pack trailer. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:17, 27 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animation update ==&lt;br /&gt;
&lt;br /&gt;
Not only did they add new animations for practically everything, the P90, G36, AUG and the Expert Mag have bullets that are removed when you fire them. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 18:52, 16 April 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchers Western Pack &amp;amp; Butchers BBQ Pack ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Make your bullets count with the Peacemaker .45 Revolver where six bullets is enough to see six helmets fly. For those who need a few bullets more there is the Repeater 1874 Sniper Rifle. The Plainsrider Bow if you need no bullets at all. An arrow kills and doesn't make a sound. Unless you attach a pack of dynamite to it, which you can. The dynamite also comes as a throwable so you don't need to go through the potential hassle of having a bow. Ride off into the sunset with four new masks, patterns and achievements. Giddy up!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The revolver appears to be the Colt Single Action Army and the lever action rifle appears to be based on the Winchester Model 1894.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;• Piglet Grenade Launcher, 12G Steakout Shotgun &lt;br /&gt;
• Did we mention the Flamethrower Mk.1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Piglet Grenade Launcher is the M32 MGL, the Steakout 12G is the AA-12 (though the Ithica Stakeout would have been more suitable, no?) and the &lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 03:30, 9 May 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
--flamethrower is entirely fictional. Based off of the prop used in the BBQ Pack trailer. And the rifle is actually based on the [[Winchester Model 1873]]. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:00, 9 May 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=915924</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=915924"/>
		<updated>2015-04-29T04:48:51Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Benelli M4 Super 90 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 will come out on April 21st 2015 as an early access title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks and can be dual-wielded. &lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-1.jpg|none|thumb|600px|A player draws his M9A1.]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-2.jpg|600px|thumb|none|The player peers at the M9A1's magazine before loading it in.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando perk. It fires in semi and burst modes. This version of the Colt 9mm Submachine Gun features a forward assist and Rail Interface System with RRA Tactical Mount rear sight and Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|350px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-1.jpg|thumb|600px|none|A nice shot of the side of the Colt SMG.]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-2.jpg|thumb|600px|none|A player draws his SMG, determined to clean the streets of &amp;quot;varmints&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder edition of Mossberg 500. Attached to the rail on the muzzle device is a useable flashlight. It holds 7+1 in-game, rather than 5+1.&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|600px|none|The Mossberg 500 Rolling Thunder 12-Gauge pump-action shotgun]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|The Mossberg 500 in game]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun is the third weapon available for the Support perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. Like in first Killing Floor, it features a 6-round magazine, indicating the use of three-inch shells.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|350px|none|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-1.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-2.jpg|thumb|600px|none|The Super 90 in all its glory.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support. It deals more damage than the standard pump-action and has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|600px|none|Stoeger/IGA 12 Gauge Double Barreled Shotgun]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|Reloading the shotgun]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|Performing the brass check]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[SA80#L85A2|L85A2]] is the second weapon for the Сommando perk. It replaces the L22 from the original and is fitted with an EOtech holographic sight. It also sports Magpul EMAGs as it's standard magazines.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|350px|none|L85A2 - 5.45x39mm.]]&lt;br /&gt;
[[Image:KillingFloor2-185A2-1_.jpg|thumb|600px|none|A player scans the Metro's advertisements, L85A2 in hand.]]&lt;br /&gt;
[[Image:KillingFloor2-L85A2-2.jpg|thumb|600px|none|A player begins to unequip his L85A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12|AK-12]] is the third Commando-perk weapon and replaces the Draco Carbine from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|350px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-1.jpg|thumb|600px|none|The Tactical Reload for the AK-12. Note the bullets are rendered in the magazine.]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-2.jpg|thumb|600px|none|A lovely shot of the AK-12.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a vertical foregrip. Unlike in the first game, the barrel is short, indicating it is the CQC model, and it has a InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|350px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=915923</id>
		<title>Killing Floor 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor_2&amp;diff=915923"/>
		<updated>2015-04-29T04:48:25Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Benelli M4 Super 90 */ I can infer that the player is not reloading the shotgun by examining the bottom-right corner of the screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor 2&lt;br /&gt;
|picture = Killing Floor 2.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Linux&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor 2''''' (also referred as '''''KF2''''') is an upcoming first-person survival coop shooter video game developed and published by Tripwire Interactive for PC and Linux. It is the sequel to [[Killing Floor|Killing Floor]].&lt;br /&gt;
The game is being developed on a modified ''Unreal Engine 3''.  Killing Floor 2 will come out on April 21st 2015 as an early access title.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], appears as the &amp;quot;9mm Pistol&amp;quot; and is equipped with a usable tac-light. It's the starting sidearm for all Perks and can be dual-wielded. &lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|350px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-1.jpg|none|thumb|600px|A player draws his M9A1.]]&lt;br /&gt;
[[Image:KillingFloor2-M9A1-2.jpg|600px|thumb|none|The player peers at the M9A1's magazine before loading it in.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Colt 9mm Submachine Gun ==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]] appears as the &amp;quot;AR-15 Varmint Rifle&amp;quot; and is the first weapon available for the Commando perk. It fires in semi and burst modes. This version of the Colt 9mm Submachine Gun features a forward assist and Rail Interface System with RRA Tactical Mount rear sight and Magpul AFG.&lt;br /&gt;
[[Image:Colt_R0991.jpg|thumb|350px|none|Colt 9mm SMG aka Colt R0991 with RIS handguard - 9x19mm]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-1.jpg|thumb|600px|none|A nice shot of the side of the Colt SMG.]]&lt;br /&gt;
[[Image:KillingFloor2-ColtSMG-2.jpg|thumb|600px|none|A player draws his SMG, determined to clean the streets of &amp;quot;varmints&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Mossberg 500 Rolling Thunder ==&lt;br /&gt;
The [[Mossberg 500]] is the first weapon for the Support perk, who spawns with it already in his inventory. The distinct muzzle device shows that it is the Rolling Thunder edition of Mossberg 500. Attached to the rail on the muzzle device is a useable flashlight. It holds 7+1 in-game, rather than 5+1.&lt;br /&gt;
[[Image:Mossberg500RollingThunder.JPG|thumb|600px|none|The Mossberg 500 Rolling Thunder 12-Gauge pump-action shotgun]]&lt;br /&gt;
[[Image:Mossberg 500 KF2.jpg|thumb|600px|none|The Mossberg 500 in game]]&lt;br /&gt;
[[Image:MossbergKF2.jpg|thumb|600px|none|The empty reload - inserting the first shell into the chamber...]]&lt;br /&gt;
[[Image:ShotgunKF2.jpg|thumb|600px|none|... while the rest of the shells are inserted into the magazine tube]]&lt;br /&gt;
[[Image:BrassCheck.jpg|thumb|600px|none|The player character performs a brass check of his Mossberg 500]]&lt;br /&gt;
[[Image:TraderScreen.jpg|thumb|600px|none|The Mossberg 500 seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun is the third weapon available for the Support perk. It is equipped with a usable weaponlight as well as a red dot sight on the top rail. Like in first Killing Floor, it features a 6-round magazine, indicating the use of three-inch shells.&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|350px|none|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-1.jpg|thumb|600px|none|A player performs an ammo check.]]&lt;br /&gt;
[[Image:KillingFloor2-BenelliM4-2.jpg|thumb|600px|none|The Super 90 in all it's glory.]]&lt;br /&gt;
&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun]], known here as the &amp;quot;Double-barrel Boomstick&amp;quot;, makes its return from the first title, and is the second weapon available to the Support. It deals more damage than the standard pump-action and has a wider pellet spread, however its ammo capacity is restricted to two shells. Unlike in the previous game, it can be reloaded when only one shot was fired, although the animation will show the character extracting both shells.&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|600px|none|Stoeger/IGA 12 Gauge Double Barreled Shotgun]]&lt;br /&gt;
[[Image:KF2Barrel1.jpg|thumb|600px|none|The Double Barreled Shotgun in game]]&lt;br /&gt;
[[Image:KF2Barrel2.jpg|thumb|600px|none|Reloading the shotgun]]&lt;br /&gt;
[[Image:KF2Barrel3.jpg|thumb|600px|none|Performing the brass check]]&lt;br /&gt;
[[Image:KF2Barrel4.jpg|thumb|600px|none|The Double Barreled Shotgun seen in the trader inventory screen]]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The AA-12 is a tier 4 weapon for the Support class. It is a fully automatic shotgun and fires from 20 round drum magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12.jpeg|thumb|600px|none|A player fires his AA-12 into a Scrake at close range]]&lt;br /&gt;
[[Image:Killing Floor 2 AA-12 camo 3rd person.jpg|thumb|600px|none|Determined to beat his friend, a different player gets REALLY close to a Scrake with his camouflaged AA-12.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== L85A2 ==&lt;br /&gt;
The [[SA80#L85A2|L85A2]] is the second weapon for the Сommando perk. It replaces the L22 from the original and is fitted with an EOtech holographic sight. It also sports Magpul EMAGs as it's standard magazines.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|350px|none|L85A2 - 5.45x39mm.]]&lt;br /&gt;
[[Image:KillingFloor2-185A2-1_.jpg|thumb|600px|none|A player scans the Metro's advertisements, L85A2 in hand.]]&lt;br /&gt;
[[Image:KillingFloor2-L85A2-2.jpg|thumb|600px|none|A player begins to unequip his L85A2.]]&lt;br /&gt;
&lt;br /&gt;
== AK-12 ==&lt;br /&gt;
The [[AK-12|AK-12]] is the third Commando-perk weapon and replaces the Draco Carbine from the first game. It is fitted with a Kobra red dot sight and a vertical foregrip.&lt;br /&gt;
[[Image:Ak-12.jpg|thumb|350px|none|AK-12 - 5.45x39mm]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-1.jpg|thumb|600px|none|The Tactical Reload for the AK-12. Note the bullets are rendered in the magazine.]]&lt;br /&gt;
[[Image:KillingFloor2-AK-12-2.jpg|thumb|600px|none|A lovely shot of the AK-12.]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN SCAR-H CQC (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H CQC]] appears as the &amp;quot;SCAR-H Assault Rifle&amp;quot; and is the most powerful weapon for the Commando perk. Like in the first game, the SCAR-H is equipped with a 20rd magazine and a vertical foregrip. Unlike in the first game, the barrel is short, indicating it is the CQC model, and it has a InForce WML flashlight attached to the left rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:2fff2537c0.jpg|none|thumb|350px|Third Generation FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing Floor 2 SCAR.jpg|none|thumb|600px|A SCAR wielding character realizes that his rifle might not be enough for what he's facing.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=911134</id>
		<title>Killing Floor</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Killing_Floor&amp;diff=911134"/>
		<updated>2015-04-15T03:14:14Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Romanian Draco AK Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Killing Floor&lt;br /&gt;
|picture = Killing Floor.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|date = May 14, 2009&lt;br /&gt;
|developer = Tripwire Interactive&lt;br /&gt;
|platforms= PC&amp;lt;br&amp;gt;Mac OS X&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|genre = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Killing Floor''''' (also known as '''''KF''''') is a first-person shooter video game developed and published by Tripwire Interactive for the PC and Mac OS X. It is a stand-alone version of the original total conversion mod for ''Unreal Tournament 2004'', officially announced on March 2009, and was built on a heavily modified version of the ''Unreal Engine 2.5'' owned by ''Epic Games''. The game was released on May 14, 2009 for the PC and on May 5, 2010 for the Mac OS X.&lt;br /&gt;
&lt;br /&gt;
Following the annual Christmas update in 2012, most event updates have coincided with the release of DLC that gives players the option of buying versions of existing weapons with alternate skins. There are currently 12 weapons with alternate skins - eight gold-plated (only five of which are proper firearms), four properly camouflaged. Weapons with alternate DLC skins are noted.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the game ''Killing Floor'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
== Beretta M9A1 ==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta M9A1|Beretta M9A1]], fitted with a weaponlight, appears as the &amp;quot;9mm Tactical&amp;quot; and is the default sidearm for the survivors. It can be dual-wielded, in which case the left pistol will not have a weaponlight mounted (this can also be seen in both ''[[Left 4 Dead]]'' and ''[[Left 4 Dead 2]]''). Oddly, the slide will not lock back once the last round is fired, but will instead slide back by itself at the beginning of the reloading animation; this is also the case for the other semi-auto pistols. In the game, the M9A1 incorrectly shows two white-painted dots on the rear sight; the real M9 and M9A1 have only one white dot on the front sight. Another interesting thing to note is that despite being 9mm, it can still blow a specimen's head and limbs clean off its body, as with every other bullet-firing weapon in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:BerettaM9A1.jpg|none|thumb|300px|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[Image:Killing floor M9.jpg|none|thumb|400px|The Beretta M9A1 in-game. Note how the hammer is never cocked back.]]&lt;br /&gt;
[[Image:Beretta_ironsight_KF.jpg|500px|thumb|none|Aiming down the sights; note the incorrect painted dots on the rear sight.]]&lt;br /&gt;
[[Image:Dual_Berettas_KF.jpg|500px|thumb|none|Dual-wielding Beretta M9A1's.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch Mark 23 Mod 0 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23|H&amp;amp;K Mark 23 Mod 0]], appearing as the &amp;quot;MK23&amp;quot;, was introduced during the Summer Sideshow 2012 event as a new weapon for the Sharpshooter perk. It has comparable power to the .44 Magnum with twice the capacity, though it shares the same price as the Handcannon and has a slower reload time than other pistols, particularly when dual-wielded.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mk23.jpg|none|thumb|300px|Heckler &amp;amp; Koch Mark 23 Mod 0 - .45 ACP]]&lt;br /&gt;
[[Image:KF-Mk23.jpg|thumb|none|350px|In-game Mk 23 Mod 0. Note that the hammer is actually cocked.]]&lt;br /&gt;
[[Image:KF-Mk23Reload.jpg|thumb|none|400px|Reloading the Mark 23.]]&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle#Desert Eagle Mark XIX|Mark XIX Desert Eagle]], appearing as the &amp;quot;Handcannon&amp;quot;, is a Sharpshooter-perk weapon. While it features an 8-round magazine, it is modeled after the .50 AE version, which should hold only 7 rounds. It can be dual-wielded, like the other pistols. It has been given a gold-plated variant with the second Golden Weapons Pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|none|thumb|300px|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[Image:Killing floor IMI desert eagle.jpg|none|thumb|400px|In-game Desert Eagle XIX. Note how the hammer is never cocked back.]]&lt;br /&gt;
[[Image:KF-GoldDeagle.jpg|thumb|none|500px|Promo image of the Golden Handcannons, with a gold tiger-stripe finish on everything but the grip. Note that whoever made this image apparently forgot the game is trying to pretend the &amp;quot;Desert Eagle&amp;quot; name isn't a thing.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29|S&amp;amp;W Model 29]], as the &amp;quot;.44 Magnum&amp;quot;, was introduced during the 2011 Twisted Christmas event and is a new weapon for the Sharpshooter perk. It is sort of a middle ground between the 9mm Tactical and the Handcannon: more powerful than the former, cheaper than the latter, but with less ammo and a longer reload time than both.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|none|thumb|300px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:KF-M29.jpg|none|thumb|300px|In-game S&amp;amp;W Model 29.]]&lt;br /&gt;
&lt;br /&gt;
== Colt 1851 Navy ==&lt;br /&gt;
The 2012 Halloween event adds a modified [[Colt 1851 Navy]] revolver. Like the other handguns, it can be dual-wielded - unlike the other handguns, it is meant for the Firebug perk, and as such it is modified to launch .36-caliber flares rather than bullets. This is one of four weapons which cannot be bought without the Community Weapons Pack DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:1851Navy.jpg|thumb|none|400px|Colt 1851 Navy - .36 caliber]]&lt;br /&gt;
[[Image:KF-Flaregun.jpg|thumb|none|300px|The Flare Revolver in-game.]]&lt;br /&gt;
[[Image:KF-FlaregunReload.jpg|thumb|none|450px|Reloading a single Flare Revolver - likely due to the specialized ammo, player characters with the weapon carry fully-loaded chambers and swap them out as necessary.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
== Heckler &amp;amp; Koch MP5A4 ==&lt;br /&gt;
A new weapon for the Medic perk is the [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A4|Heckler &amp;amp; Koch MP5A4]], referred to as the &amp;quot;MP5M&amp;quot;. Like the MP7, it is equipped with a Trijicon RX01 red dot sight and a medication dart launcher. The model in-game also features a Surefire 628 dedicated forend weaponlight, though due to the medication dart launcher already taking the secondary-fire function, it cannot be used. Its magazine holds 32 rounds, and like with the MP7, a sufficiently-leveled Medic can double that to an astounding 64. It is one of four weapons given proper camouflage with the &amp;quot;Camo Weapon Pack&amp;quot; DLC - it is given a blood-splattered woodland finish referred to as &amp;quot;Blood camo&amp;quot;. Note that, unique as the reload animation may be, it is likely not possible with a real MP5 as the magazine is seated deep enough into the magazine well that it would have to be pulled down rather than knocked forwards.&lt;br /&gt;
[[Image:H&amp;amp;KMP5A4Surefire.jpg|none|thumb|400px|H&amp;amp;K MP5A4 with Surefire 628 dedicated forend weaponlight - 9x19mm]]&lt;br /&gt;
[[Image:KF-MP5.jpg|none|thumb|450px|The MP5M in-game.]]&lt;br /&gt;
[[Image:KF-MP5Reload.jpg|thumb|none|450px|Reloading the MP5M; a process similar to the FAL from ''[[Call of Duty: Modern Warfare 2]]'', only with less clipping issues and more HK Slap.]]&lt;br /&gt;
[[Image:KF-CamoMP5.jpg|thumb|none|500px|Promotional image of the MP5M with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7 ==&lt;br /&gt;
One of the Medic perk's primary weapons is the [[Heckler &amp;amp; Koch MP7]], referred to as &amp;quot;MP7M&amp;quot; in game. As a Medic weapon, it is equipped with a medication dart launcher, allowing the user to heal teammates from long range. It is also fitted with a Trijicon RX01 red dot sight and 20-round magazine (though with a sufficiently-leveled Medic perk that can be doubled). The real rate of fire for the MP7 is 950 RPM, but in-game its rate of fire is near 1200 RPM.&lt;br /&gt;
&lt;br /&gt;
[[Image:Original_MP7.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7 - 4.6x30mm]]&lt;br /&gt;
[[Image:Killing floor MP7.jpg|none|thumb|400px|A Heckler &amp;amp; Koch MP7 in ''Killing Floor'']]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
Multiple versions of the [[Thompson Submachine Gun]] have been added to the game. The first, the M1A1, is one of the four Community Pack DLC weapons. Like the Commando assault rifles, it uses 30-round magazines which can have their capacity increased to 37. The other two are both M1928's fitted with the distinctive drum magazines. The normal variant is gained by owning both ''Killing Floor'' and ''[[Red Orchestra 2: Rising Storm]]'', while the second Community Weapon Pack includes a &amp;quot;steampunk&amp;quot; version of the weapon referred to as &amp;quot;Dr. T's Lead Delivery System&amp;quot;. As stated, both load from drum magazines, the Rising Storm version holding 50 rounds and the LDS holding 40; being Commando weapons, they too can both have their capacities increased to 62 and 50, respectively.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928.jpg|none|thumb|300px|Colt M1928 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:M1sb.jpg|none|thumb|300px|Colt M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[Image:KF-Thompson.jpg|none|thumb|400px|The M1A1 &amp;quot;Tommy Gun&amp;quot; in-game.]]&lt;br /&gt;
[[Image:KF-M1928.jpg|none|thumb|400px|The M1928 &amp;quot;Rising Storm Tommy Gun&amp;quot; in-game.]]&lt;br /&gt;
[[Image:KF-DrT.jpg|none|thumb|400px|And the M1928 &amp;quot;Dr. T's Lead Delivery System&amp;quot;.]]&lt;br /&gt;
[[Image:KF-ThompsonReload.jpg|thumb|none|450px|A group of Clots watch from afar as a player pulls the bolt back on his M1A1 Thompson. Like the MAC-10, it is automatically forced forward as soon as the player reloads; on the M1A1 version, however, this is not immediately obvious due to the rest of the gun obscuring the bolt from normal view.]]&lt;br /&gt;
&lt;br /&gt;
== MAC-10 ==&lt;br /&gt;
A Firebug weapon, the [[MAC-10]] chambered in .45 is equipped with the standard two stage suppressor and a 30 round magazine, although this can be extended to 47 with a high enough Firebug perk. Has semi and auto fire modes. If used in conjunction with the Firebug perk, bullets which do not instantly kill specimens will set them on fire. The reload animation has a similar issue to the pistols above - no matter how many rounds are left in the gun, the chamber will immediately lock closed upon pressing the reload key, just so the player can pull it open after replacing the magazine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|none|thumb|300px|Ingram MAC-10 with suppressor - .45 ACP]]&lt;br /&gt;
[[Image:Killingfloormac10.jpg|none|thumb|340px|Killing Floor MAC-10 in-game.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
Named the &amp;quot;Schneidzekk Medic Gun&amp;quot;, the [[TDI Vector]] was added with the 2012 Twisted Christmas update, possessing a high rate of fire. It loads with 30-round magazines which for some reason only hold 25 bullets. However, like the other Field Medic guns, in addition to the usual healing dart launcher, its mag capacity can be doubled to 50 with a high enough perk level. Unlike the other medic guns, it does not possess a red dot sight of any kind, relying solely on ironsights.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|none|thumb|300px|TDI Vector - .45 ACP]]&lt;br /&gt;
[[Image:KF-Vector.jpg|none|thumb|350px|The Schneidzekk in-game.]]&lt;br /&gt;
[[Image:KF-VectorReload.jpg|none|thumb|450px|Reloading the Schneidzekk.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== 12 Gauge Double Barreled Shotgun ==&lt;br /&gt;
A [[12_Gauge_Double_Barreled_Shotgun|double barreled hunting shotgun]] is available in the game. It is incredibly powerful at close-range, though it cannot be reloaded until both shells are expended.&lt;br /&gt;
&lt;br /&gt;
[[Image:IGA-Coach-Gun.jpg|thumb|none|350px|Stoeger/IGA coach gun - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor Shotgun.jpg|none|thumb|400px|A double-barreled shotgun in ''Killing Floor'']]&lt;br /&gt;
&lt;br /&gt;
== AA-12 CQB ==&lt;br /&gt;
The main weapon of the Support Specialist perk is an [[AA-12|AA-12 CQB automatic shotgun]]. It uses 20-round drum magazines. It is the second of two firearms given a gold-plated variant with the second Golden Weapon Pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:AA-12 CQB.jpg|thumb|350px|none|AA-12 CQB - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor AA12.jpg|none|thumb|400px|An AA-12 in ''Killing Floor'']]&lt;br /&gt;
[[Image:KF-GoldAA12.jpg|none|thumb|500px|Promotional image of the Golden AA12.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 Super 90 ==&lt;br /&gt;
The basic shotgun in the game is a [[Benelli M Series Super 90 Shotguns#Benelli M3|Benelli M3 Super 90]] with a weaponlight mounted. In-game it is only pump-action. A variant with the same blood-splattered woodland camouflage as the MP5M is added with the Camo Weapons Pack.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli M3 pistol grip.jpg|none|thumb|350px|Benelli M3 Super 90 with pistol grip stock combination and ghost ring sights - 12 Gauge]]&lt;br /&gt;
[[Image:Killing floor M3.jpg|none|thumb|400px|A Benelli M3 Super 90 in ''Killing Floor'']]&lt;br /&gt;
[[Image:KF-CamoBenelliM3.jpg|none|thumb|500px|Promotional image of the Benelli M3 Super 90 with &amp;quot;blood camo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4 Super 90]] shotgun was added in the Twisted Christmas 2011 update, appearing as the &amp;quot;Combat Shotgun&amp;quot;. Like the M3, it mounts a weaponlight as well as a red dot sight on the top rail. It is about on-par with the M3: the two deal equal damage, but the M4 has a much higher rate of fire in return for slightly slower per-shell reloading and a lowered capacity (6, indicating the use of three-inch shells; incidentally, both weapons take the same amount of time to fully reload from empty, due to the previous two facts). This is one of three firearms that can be given a gold finish by way of DLC added for the Twisted Christmas 2012 update.&lt;br /&gt;
[[Image:M4Super90.jpg|none|thumb|400px|Benelli M4 Super 90 with 6-round tube - 12 Gauge.]]&lt;br /&gt;
[[Image:KF-BenelliM4.jpg|none|thumb|450px|A special forces soldier stares down a Scrake with a Combat Shotgun.]]&lt;br /&gt;
[[Image:KF-BenelliM4Reload.jpg|none|thumb|450px|Reloading the Combat Shotgun.]]&lt;br /&gt;
[[Image:KF-GoldBenelli.jpg|none|thumb|450px|The Golden Combat Shotgun; everything but the flashlight, its mount, and the rail has been gold-plated or engraved.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
Appearing as the &amp;quot;HSG-1 Shotgun&amp;quot;, a modified version of the [[Kel-Tec KSG]] appears as of the 2012 Summer Sideshow event. It is a pump-action shotgun with a magazine well replacing the open end of the dual shell tubes, holding 12 shells per magazine. It comes with an adjustable choke - pressing the fire mode button switches between wide and tight shell spreads. In keeping with its &amp;quot;futuristic&amp;quot; appearance, the KSG makes strange &amp;quot;power-up&amp;quot; type sounds when a new magazine is inserted or the handle is pumped.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|350px|thumb|none|Kel-Tec KSG - 12 Gauge]]&lt;br /&gt;
[[Image:KF-HSG1Promo.jpg|350px|thumb|none|The &amp;quot;HSG-1 Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Winchester Model 1897 Trench Gun ==&lt;br /&gt;
Added to the game with the 2012 Halloween update is the Trench Gun version of the [[Winchester Model 1897]]. As a Firebug weapon, it is the only shotgun in the game to load incendiary buckshot, setting any specimen it doesn't immediately kill on fire. It holds a semi-incorrect 6 shells in the tube - the real weapon could hold this many, but the weapon would have to be cocked with five shells in the tube before the user added a sixth.&lt;br /&gt;
&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|none|thumb|500px|Winchester M1897 &amp;quot;Trench Gun&amp;quot; - 12 Gauge]]&lt;br /&gt;
[[Image:KF-Trenchgun.jpg|none|thumb|450px|The &amp;quot;Dragon's Breath Trenchgun&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Winchester Model 1894 ==&lt;br /&gt;
One of the cheapest weapons in the game is a [[Winchester Model 1894]]. In previous versions, it has been referred to as the &amp;quot;Winchester&amp;quot;. It is equipped with a rear tang peep sight, likely chosen for better target visibility when using iron sights, and a resemblance to a scope, an icon of accuracy. It deals comparable damage to the SCARMK17 per bullet, though with half the capacity and with a forced delay between shots due to the lever-action. At high Sharpshooter levels, it can kill anything weaker than a Scrake in a single headshot.&lt;br /&gt;
&lt;br /&gt;
[[Image:PheonixentWinchester1894.jpg|thumb|none|350px|Winchester Model 1894 - .30-30]]&lt;br /&gt;
[[Image:Killing floor lever action.jpg|none|thumb|400px|A Winchester Model 1894 in ''Killing Floor'']]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Short Magazine Lee-Enfield No. 4 Mk. I ==&lt;br /&gt;
Added in the second Community Weapon Pack DLC. As with the other weapons in the pack, it is not an original [[Short Magazine Lee-Enfield (SMLE)|SMLE]], but rather a &amp;quot;steampunk&amp;quot;-style weapon named the &amp;quot;Single-Piston Long Musket&amp;quot;. As a Sharpshooter weapon, it is effectively a longer-ranged version of the lever-action rifle, with a short-ranged scope attached. Unlike the real SMLE, it is reloaded by replacing the magazine - Killing Floor shares the distinction with ''Call of Duty: Finest Hour'' and ''ZombiU'' of being possibly the only games ever in which a Lee-Enfield is reloaded in this manner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smle4mk1t.jpg|none|thumb|350px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[Image:KF-SPLM.jpg|none|thumb|400px|Promotional image showing the &amp;quot;Single-Piston Long Musket&amp;quot; in gameplay, giving a nice profile view of the weapon. The user could have picked a better time to reload, though.]]&lt;br /&gt;
[[Image:KF-SPLMPromo.jpg|none|thumb|500px|Another promotional image of the &amp;quot;Single-Piston Long Musket&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
= Assault Rifles and Carbines =&lt;br /&gt;
== Colt M4A1 Carbine ==&lt;br /&gt;
The [[M16 rifle series#M4/M4A1 Carbine|M4A1]] was introduced during the 2011 Twisted Christmas event. Available in two configurations: the cheaper one for the Commando perk appears as simply the &amp;quot;M4&amp;quot;, fitted with an Aimpoint M68 Close Combat Optic and is, statistically, nearly identical to the Draco AK Carbine (higher fire rate and more reserve ammo, but slower reload and less damage per bullet). The much more expensive version for the Demolitions perk appears as the &amp;quot;M4 203&amp;quot;, using iron sights rather than the M68 CCO and fitted with a [[M203 grenade launcher|Knight's Armament M203A1 grenade launcher]] which gives it more raw firepower than the standard version. Both M4 models feature Vltor Improved Mudstock, Knight's Armament rear flip-up BUIS, Magpul PMAGs, and a Knight's Armament M4 RAS handguard with rail covers. The Commando M4 is also available with a digital camo pattern for those who own the Camo Weapons Pack DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4.jpg|none|thumb|400px|Colt M4A1 Carbine with Aimpoint M68 Close Combat Optic, Knight's Armament M4 RAS handguard with rail covers and vertical foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:KF-M4.jpg|none|thumb|300px|In-game &amp;quot;M4&amp;quot;. Note the player uses the magwell as an improvised foregrip.]]&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|350px|Colt M4A1 Carbine with Knight's Armament M203A1 grenade launcher - 5.56x45mm NATO and 40x46mm]]&lt;br /&gt;
[[Image:KF-M4M203.jpg|none|thumb|300px|In-game &amp;quot;M4 203&amp;quot;.]]&lt;br /&gt;
[[Image:KF-CamoM4.jpg|none|thumb|500px|Promotional image of the M4A1 with digital camo.]]&lt;br /&gt;
&lt;br /&gt;
== L22 Prototype ==&lt;br /&gt;
The first of the Commando-perk weapons is the [[Enfield L85 rifle series#L22 Prototype|L22 prototype]], dubbed the &amp;quot;Bullpup&amp;quot;. It has a mounted EOTech red dot sight (which is unrealistic, as the rail on the L22 is not a Picatinny rail and as such would be unable to hold the EOTech in place) and uses 40-round magazines. Higher-leveled Commandos can hold an additional 10 rounds per mag for a total of 50. When reloading the player does not chamber a new round, which would make the gun useless if the magazine was emptied; inspection of the weapon when on the ground seems to indicate that the in-game model lacks a charging handle at all, making it a wonder how it even fires in the first place.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sa80-l22a1.jpg|none|thumb|350px|L22 prototype with SUSAT scope - 5.56x45mm]]&lt;br /&gt;
[[Image:Killing floor L22A1.gif|none|thumb|400px|An L22 prototype in ''Killing Floor'']]&lt;br /&gt;
[[Image:KF-L22Ground.jpg|none|thumb|450px|The L22 prototype on the ground. The lack of any charging handle or ejection port is clearly visible.]]&lt;br /&gt;
&lt;br /&gt;
== Romanian Draco AK Carbine ==&lt;br /&gt;
A [[AK-47#AIMR|Romanian AK Draco carbine]], referred to as an &amp;quot;AK47&amp;quot; and fitted with an [[AK-47#AIM/AIMS|AIMS]]-style folding stock, is the second Commando weapon. A version with a gold finish can be obtained with a DLC package released for the 2012 Christmas update.&lt;br /&gt;
&lt;br /&gt;
[[Image:Romanian-Draco-Carbine.jpg|thumb|none|400px|Romanian Draco AK Carbine - 7.62x39mm]]&lt;br /&gt;
[[Image:Killing floor AK 1.jpg|none|thumb|400px|A Romanian AK Draco carbine in ''Killing Floor'']]&lt;br /&gt;
[[Image:KF-DracoGround.jpg|thumb|none|400px|A dropped Draco carbine. Since it apparently must be one or the other, it actually has a charging handle and ejection port, but also has the safety on.]]&lt;br /&gt;
[[Image:KF-GoldDraco.jpg|none|thumb|400px|The Golden AK47: the Draco carbine with gold plating or engraving on everything but the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
== MKb42(H) ==&lt;br /&gt;
The Halloween 2012 event added the [[Sturmgewehr 44|MKb42]] to the game as another Commando weapon. Like the other assault rifles, its 30-round capacity can be increased to 37 with high Commando levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|300px|Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[Image:KF-MKb42.jpg|thumb|none|350px|MKb42 in-game]]&lt;br /&gt;
&lt;br /&gt;
= Battle Rifles =&lt;br /&gt;
== FN FAL 50.00 ==&lt;br /&gt;
Added for the 2012 summer event, the [[FN FAL|FN FAL 50.00]] is a new, powerful Commando weapon. Like the SCAR-H, its capacity can be increased to 25 bullets at high Commando levels. It also shares the SCAR-H's high power, though with a higher firing rate and a higher cost. The FAL in-game is customized with the wooden furniture of an L1A1 SLR, a rail above the receiver, and an ACOG scope mounted on said rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN FAL 50 00.jpg|400px|thumb|none|FN FAL 50.00 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:C1A1.jpg|400px|thumb|none|L1A1 SLR with wooden furniture for comparison - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:KF-FAL.jpg|400px|thumb|none|The FAL in-game.]]&lt;br /&gt;
[[Image:KF-FALACOG.jpg|400px|thumb|none|Aiming through the ACOG scope on the FAL.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-H STD (Mark 17 Mod 0) ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-H|FN SCAR-H STD]], appears as the &amp;quot;SCARMK17&amp;quot;, is one of the most powerful Commando perk weapons available in-game. At high Commando levels, it can hold up to 25 rounds per magazine. Although real-life cyclic rate is about 625 rounds/min, it has one of the fastest RPM in the game, and also features an Aimpoint M68 Close Combat Optic and a Tango Down vertical foregrip.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR-H_STD.jpg|none|thumb|400px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Killing floor SCAR H.jpg|none|thumb|400px|In-game &amp;quot;SCARMK17&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Mark 14 Mod 0 Enhanced Battle Rifle ==&lt;br /&gt;
One of the primary Sharpshooter weapons in the game is a [[M14#Mk_14_Mod_0/1_Enhanced_Battle_Rifle|Mk. 14 Mod. 0 EBR]] rifle, a model with a fixed Sage CA-Mandatory tactical stock. It is equipped with a laser aiming module. In-game, it is incorrectly referred as 'M14EBR'.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|none|thumb|350px|Mk. 14 Mod 0 EBR with Harris bipod, RIS foregrip, and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Killing floor M14 EBR.jpg|none|thumb|400px|A Mk. 14 Mod 0 EBR in ''Killing Floor'']]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec RFB Carbine ==&lt;br /&gt;
A futuristic [[Kel-Tec_RFB#Kel-Tec_RFB_Carbine|Kel-Tec RFB Carbine]] looking weapon, called the &amp;quot;M7A3&amp;quot;, was added in in the 2012 summer event. A red dot sight (with a digital ammunition counter below the sight itself), foregrip, and a medication dart launcher are attached to it.&lt;br /&gt;
The design shares a number of features with [http://fc01.deviantart.net/fs15/f/2007/006/0/a/M7_AMAWS_C_by_Bonez18B.jpg this concept art for a caseless 5.72mm rifle], though modified to load normal 7.62mm rounds like the real RFB. The in-game version holds 15 rounds per magazine by default, which, like the other Medic weapons, can be doubled to 30.&lt;br /&gt;
[[Image:RFB-18.jpg|none|thumb|350px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:KF-M7A3Promo.jpg|thumb|none|400px|Promotional image of the M7A3.]]&lt;br /&gt;
[[Image:KF-M7A3.jpg|thumb|none|450px|The M7A3 in-game. Note the digital ammunition counter - it keeps track of both the bullets in the current magazine and the medication dart launcher's charge.]]&lt;br /&gt;
[[Image:KF-M7A3Reload.jpg|thumb|none|450px|Reloading the M7A3. Like other weapons added through post-2011 patches, its magazines appear empty when removed (even if they're nearly full) and with modeled bullets when replaced. A nice touch, though the design of this magazine makes it seem as though some other force is at work keeping it in place during normal gameplay.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper Rifles =&lt;br /&gt;
== Barrett M99 ==&lt;br /&gt;
Appearing as the &amp;quot;M99 AMR&amp;quot;, the [[Barrett M99]] is one of the new Sharpshooter weapons added in the 2012 Summer Sideshow event. It is an incredibly powerful and heavy weapon, capable of killing nearly every specimen in the game with a single headshot, but only Support Specialists have the carrying capacity to take any other non-default weapons alongside it, it must reload after every shot, and its ammunition is prohibitively expensive at £250 per bullet.&lt;br /&gt;
&lt;br /&gt;
[[File:Barett m99-1.jpg|450px|thumb|none|Barrett M99 - .50 BMG]]&lt;br /&gt;
[[File:KF-M99Promo.jpg|450px|thumb|none|Promotional image of the M99 AMR. Note that it lacks the loading/ejection port and the bolt handle, which are obviously present on the real-world and actual in-game weapons.]]&lt;br /&gt;
&lt;br /&gt;
= Explosives =&lt;br /&gt;
== L2A2 ==&lt;br /&gt;
The standard grenade, players are equipped with the [[M26 hand grenade#L2A2 Hand Grenade|L2A2]]. Unlike the knife, they are thrown simply by pressing a key. Players can carry up to 5 normally (or up to 11 at the highest Demolition or Support Specialist level). Tossing more than one grenade at a time can &amp;quot;stack&amp;quot; them; any grenades that go off will prematurely detonate any others caught in its explosive radius, increasing the damage dealt in and the range of the explosion. Level 3 or above Firebug or Medic players get upgraded versions of the grenades - the former get incendiary grenades which deal less self-damage and set all enemies in the blast on fire, while the latter's grenades release a specialized gas which heals teammates and poisons specimens caught within the blast.&lt;br /&gt;
&lt;br /&gt;
[[Image:L2A2.jpg|thumb|none|175px|L2A2 High-Explosive Fragmentation grenade]]&lt;br /&gt;
[[Image:KF-Grenade.jpg|thumb|none|200px|Trader image for the in-game L2A2.]]&lt;br /&gt;
&lt;br /&gt;
== M79 Grenade Launcher ==&lt;br /&gt;
An [[M79 grenade launcher]] can be used in the game. The blade and leaf sights aren't used to account for trajectories. It is the third firearm that can be gold plated by way of a DLC pack released alongside the 2012 Christmas update.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:Killing floor M79.jpg|none|thumb|400px|An M79 grenade launcher in ''Killing Floor''.]]&lt;br /&gt;
[[Image:KF-GoldThumper.jpg|none|thumb|350px|A gold-plated M79.]]&lt;br /&gt;
[[Image:KF-GoldThumperReload.jpg|none|thumb|400px|Reloading the golden M79. Yes, the grenade is also gold-plated, with a biohazard symbol engraved over the primer.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor MGL Mk 1S ==&lt;br /&gt;
A [[Milkor MGL#MGL Mk 1S|Milkor MGL Mk 1S]] with a Trijicon RX01 red dot sight can be used in the game, incorrectly referred to by the similar Mk 1L's USMC designation of M32. It is the fourth and final weapon to be given an alternate camouflage pattern with the Camo Weapons Pack, gaining the same digital pattern as the M4A1.&lt;br /&gt;
&lt;br /&gt;
[[Image:MGL32.jpg|thumb|none|450px|Milkor MGL Mk 1S in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[Image:Killing floor M32.jpg|none|thumb|400px|An M32 MGL in ''Killing Floor''.]]&lt;br /&gt;
[[Image:KF-CamoM32.jpg|none|thumb|500px|Promotional image of the MGL with digital camouflage.]]&lt;br /&gt;
&lt;br /&gt;
== M203A1 Grenade Launcher ==&lt;br /&gt;
The [[M203 grenade launcher|M203A1 grenade launcher]] is mounted on the &amp;quot;M4 203&amp;quot; version of the M4A1 carbine.&lt;br /&gt;
&lt;br /&gt;
[[Image:CM4-M203.jpg|thumb|none|350px|M203A1 mounted on an M4A1 carbine - 40x46mm]]&lt;br /&gt;
[[Image:Xmas_m4203.jpg|thumb|none|550px|M4A1 with M203A1 as shown in a promotional image for the game. Note the flip-up rear sight and polymer magazine.]]&lt;br /&gt;
[[Image:KF-M4M203.jpg|thumb|none|300px|&amp;quot;M4 203&amp;quot; in-game]]&lt;br /&gt;
&lt;br /&gt;
== LAW 80 ==&lt;br /&gt;
A missile launcher called the &amp;quot;LAW&amp;quot; is obtainable in the game; before a balancing patch and the addition of the above M99, it was the heaviest and most destructive weapon available. The SAS insignia and motto, &amp;quot;Who dares wins&amp;quot;, is printed on the side of it. It resembles a [[LAW 80]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Law94mm.jpg|thumb|none|350px|LAW 80 - 94mm]]&lt;br /&gt;
[[Image:Killing floor LAW.jpg|none|thumb|400px|A &amp;quot;LAW&amp;quot; lying discarded on the ground in ''Killing Floor'']]&lt;br /&gt;
[[Image:Killing floor LAW 2.jpg|none|thumb|400px|The &amp;quot;LAW&amp;quot; in ''Killing Floor'']]&lt;br /&gt;
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[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:List_of_firearms_used_by_British_Armed_Forces&amp;diff=909371</id>
		<title>Talk:List of firearms used by British Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:List_of_firearms_used_by_British_Armed_Forces&amp;diff=909371"/>
		<updated>2015-04-09T02:07:33Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Beaumont–Adams revolver */&lt;/p&gt;
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&lt;div&gt;Once again, much like in the now-vastly-improved Russian weapons page, feel free to contribute as much as you'd like. The format is all together, and I'll periodically update the page myself, as well. --[[User:Dirty Harold|Dirty Harold]] 19:09, 31 July 2012 (CDT)&lt;br /&gt;
:I'll add some stuff. In the case of weapons that are used by the SAS/SBS/whatever I would just list them as UKSF as that is the umbrella that they all fall under, and they all use the same pool of specialist weapons. --[[User:Commando552|commando552]] 18:23, 31 July 2012 (CDT)&lt;br /&gt;
::Yeah, I thought about the UKSF thing too. [[User:Dirty Harold|Dirty Harold]] 19:40, 31 July 2012 (CDT)&lt;br /&gt;
:::Massive respect too whoever created this, I've been waiting for something like this for a while! I'll try and contribute as best as I can. @Commando552, something you might wanna add is the H&amp;amp;K MP5A3 and MP5KA1, as used by the SAS/SBS/Royal Marines/Paratroop Regiment. As for out of service, as far as I'm aware, the SAS WERE issued Walther PPKs as a backup, however, I am unsure as to whether this is still in use by them. I know an AR-15 CQB type rifle is in use by the Pathfinder Regiment, Royal Military Police and Army Security Guard Regiments. The MP5KA1 is also used by Infantry drivers and Pilots. Hope this helps. [[User:Fixer|Fixer]]&lt;br /&gt;
::::Just added the SMGs. The problem is that there is not really any documentation about what the special forces use, it is more just what you can see them with in the rare photo or hear about through the grapevine. I believe the PPK is still on the books, although maybe not used, as there have been EFRs (Equipment Failure Reports) sent in for the PPK as recently as 2007, so someone was apparently using it then. As for the CQB AR-15, are you talking about the L119A1 which is a C8 SFW? If so I wasn't aware of the Pathfinders using this, I thought they used a C7 (for some reason i think 300 were bought but have no source for this, the number is just in my head) along with the Royal Marines Brigade Patrol Troop (as seen [http://webarchive.nationalarchives.gov.uk/+/http://www.operations.mod.uk/veritas/img/veritas/45cdogp/jacana_stonehouse01_hr.jpg here]). They may have switched to the L119A1 by now to standardise (this was originally only used by the SAS/SBS but has been spreading out throughout the services) but a few years ago they still has the C7s. Have also seem them using M16A1s with A2 handguard which I'm assuming migrated over from UKSF. Where did you get the thing about drivers and pilots having MP5KA1s, have never seen or heard anything about that. Also, what do you mean by &amp;quot;Army Security Guard Regiments&amp;quot;?  --[[User:Commando552|commando552]] 19:05, 31 July 2012 (CDT)&lt;br /&gt;
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So we're not putting the LMT into this? [[User:Excalibur01|Excalibur01]] 20:00, 31 July 2012 (CDT)&lt;br /&gt;
:This page is very far from done (I'm off to bed now so if anyone else wants to try and help finish it of be my guest), but more importantly the L129A1 hasn't appeared in anything yet has it? if not then it shouldn't be on the site so shouldn't be here.  --[[User:Commando552|commando552]] 20:16, 31 July 2012 (CDT)&lt;br /&gt;
::I think that if there is a gun used by the British, but doesn't have an Imfdb page, it should be listed here. This is a list of Guns used by the British Armed Forces, not a list of guns ''on Imfdb'' used by British Armed Forces. --[[User:SmithandWesson36|SmithandWesson36]] 21:03, 31 July 2012 (CDT)&lt;br /&gt;
:::I was under the impression that these pages ARE a list of guns used by the British Army that appear on IMFDB as an aid to ID-ing and working out if something is anachronistic/inaccurate. --[[User:Commando552|commando552]] 04:31, 1 August 2012 (CDT)&lt;br /&gt;
:::That's exactly what it is, a list of guns ''on IMFDb'' used by the British Armed Forces. We're a wiki about guns in media, not a general gun encyclopedia. These &amp;quot;firearms used by [insert organization name]&amp;quot; pages are already bleeding toward the latter as is, IMO. If one wants a complete list of all guns used by the Brits, Wikipedia has a template listing as such at the bottom of various pages [http://en.wikipedia.org/wiki/L85]. [[User:Spartan198|Spartan198]] 15:44, 26 August 2012 (CDT)&lt;br /&gt;
@Commando552 Yeah mate, it's not unheard of for UKSF to use the Walther, as I believe it used as a backup. Yeah the L119A1 is what I meant - that sort of weaponry has been used by Pathfinders (to my knowledge) in Afghanistan on patrols, due too compact size (I believe). I cannot speak for the RM, but seeing as the Brigade Patrol Group are a recon regiment (like the Pathfinders) it would make sense, as they favor compact weaponry. As for pilots/drivers, I read somewhere that they had, however after re-reading the same article, they do not, it was just my error of skim reading over the words &amp;quot;pilots&amp;quot;, &amp;quot; infantry drivers&amp;quot; and &amp;quot;MP5K&amp;quot;. I do apologize for the confusion on the pilots part, but I do believe they carry a sidearm. In combat, Infantry drivers were known to be issued an MP5 of some sort. I assumed it was the A1 due to the fact it is easy to conceal and easy to draw (due to the sights), in case of contact. The Army Security Guards (Military Provost Guard Service) have been known too use a CQB AR-15 during in VIP close protection, too the best of my knowledge. As for the M16A1s with the A2 handguard, to the best of my knowledge, I cannot recall hearing or seeing any branch of the UK military using it in my time, but I may be wrong.  However, I will double check the info and will get back too you. Apologizes for any confusion. [[User:Fixer|Fixer]]&lt;br /&gt;
:The Pathfinders and BPT were still using the C7 in Afghanistan, there are quite a few photos of it, but my guess is that they may have phased it out now that the L119A1 is becoming more widespread. The only reason they adopted the C7 in the first place is that at the time the L85 was incapable of taking an UGL, so they wanted a rifle they could mount an M203 on. I don't think the MPGS do use the L119A1 as they have no close protection role, that is the Royal Military Police who tend to use the short barrelled version of the L119A1. Now that you say that about the MP5 for drivers and pilots that clicks something in my brain, but I think they actually used the MP5A3 not the MP5K. However this is not the case anymore, with them either using the L22A2 or the L119A1. Also, [http://www.mega-tapety.info/resize/militaria-zolnierze-2560-1920-1706.jpg here] is a photo of a couple of BPT marines, note that the one on the right has an A2 handguard but no brass deflector.  --[[User:Commando552|commando552]] 04:31, 1 August 2012 (CDT)&lt;br /&gt;
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Why is there a 'Flamethrower' section? To my knowledge, the British Army has-and will never use-flamethrowers. It's just not the done thing. Alasdair.&lt;br /&gt;
* They did use the [[No. 2 Portable Flamethrower]] during WW2 --[[User:Crackshot|Crackshot]] 07:28, 01 August 2012 (GMT)&lt;br /&gt;
:Flamethrower in this context also refers to any rocket-based incendiary weapon (i.e. the US FLASH launcher). --[[User:Dirty Harold|Dirty Harold]] 07:44, 1 August 2012 (CDT)&lt;br /&gt;
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This might only be my imagination but i thought the Accuracy International AW was named L96?&lt;br /&gt;
:Almost. The L96A1 is the Accuracy International PM. The Arctic Warfare is the L118A1.[[User:The Wierd It|The Wierd It]] 03:05, 1 August 2012 (CDT)&lt;br /&gt;
::There is  A LOT of confusion about the L96 designation, mainly because in some sources the Army gets it wrong. In some places they incorrectly call the L118A1 the L96A1, so they then work backwards to say that the original PM was just the L96, despite the fact that this isn't how British designations work, always having an A1 at the end.  --[[User:Commando552|commando552]] 04:11, 1 August 2012 (CDT)&lt;br /&gt;
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== L22A1/A2 ==&lt;br /&gt;
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The version of the L22 that is currently issued is actually referred to as the A2 variant, despite what the L85 page says. It has the &amp;quot;HK A2&amp;quot; markings on it, and MOD documents refer to it as the L22A2. I think part of the confusion is the fact that the receiver markings are A1 as they are built from scavenged L86A1 receivers. I think the L22 prototype is now retroactively refereed to as the L22A1, although it was not called this at the time.  --[[User:Commando552|commando552]] 03:40, 2 August 2012 (CDT)&lt;br /&gt;
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I'm relatively sure it is issued as the L22A1 as they are still the first version adopted and have not been upgraded as they were adopted post h&amp;amp;k upgrades off the SA80 family. [[User:Blackguinepig|Blackguinepig]] ([[User talk:Blackguinepig|talk]]) 15:48, 16 January 2013 (EST)&lt;br /&gt;
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That is logical from one perspective, but like I said above, that is what it is referred to as in MOD documents, and A2 is stamped on the weapon. You could argue that it is the second version of the weapon as it is a modified version of the earlier AFV variant, which has retroactively been referred to as the L22A1 in MOD documentation despite the fat that it never had this designation in service.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:58, 16 January 2013 (EST)&lt;br /&gt;
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== Miniguns ==&lt;br /&gt;
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OK, I think I may have stuffed things a bit with the minigun entry, since searching http://www.defenceimagery.mod.uk for &amp;quot;minigun&amp;quot; shows both GAU-17s and M134s with DA flashhiders. [[User:The Wierd It|The Wierd It]] 11:19, 3 August 2012 (CDT)&lt;br /&gt;
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:I wouldn't worry too much about it, there is a random mix of miniguns used by the RAF and RN. As far as I have seen, the majority have a 2 flange barrel clam with either a solid or slotted flash hider, whilst some have a 4 flange clamp with slotted flash hider (like the GAU-17/A). The two flange with the solid flash hider would be a Dillon, but don't know what the 2 flange with the slotted flash hider would be. Not sure, but i think this may be a Dillon as well, as I believe the early Dillon barrel clamps had the slots before they decided it was more effective without them.  --[[User:Commando552|commando552]] 18:37, 3 August 2012 (CDT)&lt;br /&gt;
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== This just in... ==&lt;br /&gt;
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I'm currently scrambling to find verifiable sources for all this but apparently the Glock 17 Generation 4 with an added manual safety has been adopted to formally replace the L9A1. At the moment the only source I have is [http://www.arrse.co.uk/weapons-equipment-rations/186621-new-service-pistol.html this one], which is of questionable veracity until I see anything official. Thoughts? [[User:The Wierd It|The Wierd It]] 06:43, 26 August 2012 (CDT)&lt;br /&gt;
:I think [http://www.thefirearmblog.com/blog/2009/09/17/dsei-09-glock-17-with-thumb-safety/ this] is the gun in question (this is a 3rd gen but shows the safety), was put forward a few years ago but wasn't adopted and the MOD continued to buy SIGs. However I think this is now a monetary issue, with the MOD wanting a larger number of soldiers to be carrying a pistol and the Glock being probably less than half the price of a SIG. I would prefer them to keep the SIG as I prefer the trigger and the general feel of a SIG, but I can understand them going with the Glock 17 with this manual safety as it has pretty much the same position as the safety on the SA80 guns, and is also probably more idiot proof than a SA/DA gun with a decocker, which is a plus when you are looking for a gun which will be more widely issued.  --[[User:Commando552|commando552]] 08:38, 26 August 2012 (CDT)&lt;br /&gt;
::Although looking back through the thread I think the Glock submitted for the trails in question didn't have the extra safety, which would bring the cost down a bit more. Plus the SIG was only a UOR anyway.[[User:The Wierd It|The Wierd It]] 08:44, 26 August 2012 (CDT)&lt;br /&gt;
:::The [http://www.bbc.co.uk/news/uk-20978842 BBC article] I read implied that it did not have a manual safety. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:50, 11 January 2013 (EST)&lt;br /&gt;
::::It doesn't; it's just a vanilla GEN4. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 13:01, 11 January 2013 (EST)&lt;br /&gt;
OK, it's apparently official now; there's an item on the Defence Imagery database's News section about it. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 09:56, 10 January 2013 (EST)&lt;br /&gt;
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:Anyone know what the [http://www.defenceimagery.mod.uk/fotoweb/cmdrequest/rest/preview.fwx/Emb_DES-2013-003-0184.jpg?rt=1&amp;amp;f=A81D8793137680C0E66D08E8E606BD1F11732CAD1490F960D1DA871986B1F9663B985DAF6425EE16CAAA2B3AA2B030D852712EB1B11DAC16E9CD46A292732506240FA4CE69847E5B34196B04A1F6CBBB4B67DD2723BC6E1EF145AC4CF1573623EDE94D9F55FA41C813CFAEC8028BE23AD12AE2727DF5726C8DCB6D4024767B9FC80341BDCE70AD62984BAEAB73CEFE374FDB59CC67824D637AEB4353BDBF4FD2145CBFD6B2DE5B3B3FF976452C66399A690F5F5799113910ACC3C46898BFD744&amp;amp;sz=1024 new holster] is, I don't recognise it (apparently it is Italian but that is all I could find). It looks really bulky, so I'm assuming there must be something special about it otherwise it is a very odd design. My random guess is that that is actually a button at the top of the holster which you press to rotate it or something. I personally would have preferred the Army officially adopted the P226, but am glad they are getting something as I have heard the current UOR P226s have been used to death (particularly the magazines, as because it was an UOR they ended up with OTS mags rather than milspec so they are pretty much all buggered at this point).&lt;br /&gt;
::My first thought was Blackhawk since it looks pretty SERPA-ish. But it's not.[[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 12:44, 10 January 2013 (EST)&lt;br /&gt;
::OK, if [http://militarytimes.com/blogs/gearscout/2013/01/11/brits-replace-brownings-with-glock-17-gen4/ this source] is to be believed it is a Blackhawk holster. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 14:10, 13 January 2013 (EST)&lt;br /&gt;
:::Finally found the bastard, I went to Viking Arms list of suppliers and eventually found it on the [http://www.radar1957.com/en/innovation-zone/automatic-security-systems/LEP-System.php?m=8&amp;amp;sx=152 Radar] site. Never heard of them, but it is Italian so it fits the bill. It is their LEP holster which means &amp;quot;Lock-on Ejection Port&amp;quot;, meaning that the pistol is retained by a piece that engages with the ejection port on the slide. It seems like an awful lot of bulk to add along the top of the pistol just to have it not lock on the trigger guard in my opinion. My guess is that this is for durability reasons, as with the Glock trigger guard being polymer it would probably be more susceptible from wear from repeated holstering and drawing.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:10, 13 January 2013 (EST)&lt;br /&gt;
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== Clarification ==&lt;br /&gt;
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Just to clarify, does the British military use the standard AW50 rifle, or the AW50F? I was just curious, and I couldn't find good information. [[User:Dirty Harold|Dirty Harold]] 09:15, 26 August 2012 (CDT)&lt;br /&gt;
:It is the AW50F. Have changed the &amp;quot;Used by&amp;quot; from UKSF to all branches, as it is used by all branches in an EOD capacity (such as [http://army-uk.com/news_detail.php?id=1652 Royal Navy clearance divers]), along with UKSF for long range sniping. Although only officially adopted in 2008, it had been used for a while by UKSF. There is a part of a biographical book called ''Sniper One'' written by Sgt. Dan Mills about hios time in Iraq in 2004 where his sniper unit is supported by a &amp;quot;Royal Marine&amp;quot; (although he is clearly actually special forces) sniper who in pictures in the book is using an AW50F.--[[User:Commando552|commando552]] 08:56, 26 August 2012 (CDT)&lt;br /&gt;
:Also, [http://www.thefirearmblog.com/blog/2010/09/07/sniper-with-holographic-sight/ here] is a nice shot of A Royal Marine aerial sniper using one in an anti-piracy role with an EOTech sight showing that it is an AW50F.  --[[User:Commando552|commando552]] 09:01, 26 August 2012 (CDT)&lt;br /&gt;
::Thanks. --[[User:Dirty Harold|Dirty Harold]] 07:22, 27 August 2012 (CDT)&lt;br /&gt;
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== L129A1 ==&lt;br /&gt;
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Don't forget the new &amp;quot;Sharpshooter&amp;quot; L129A1 sniper rifle that got put into active duty last year.&lt;br /&gt;
[[User:Temp89|Temp89]] 12:51, 26 August 2012 (CDT)&lt;br /&gt;
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We did have it in here, but since neither it nor the LM7 has appeared in anything fictional it got taken down again. [[User:The Wierd It|The Wierd It]] 13:18, 26 August 2012 (CDT)&lt;br /&gt;
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:If you were going to make these pages so that they included every gun used rather than just the guns that appear in media, we would have to be adding hundreds of new pages for essentially no reason. Also, there are a large number of guns that have been used by certain militaries that it is near impossible to get a good picture of, as they have never been use by anyone but the miitary in question. For example, there was a custom made version of the P226 known as the P226K that was made in the 90s that had a full length grip with a shortened slide which was designated as the L106A1, but I dare you to find a picture of it to put it on here. --[[User:Commando552|commando552]] 16:48, 26 August 2012 (CDT)&lt;br /&gt;
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::Also please don't link to world.guns, Max doesn't screen his ads for malicious java and the site is a digital plague pit. [[User:Evil Tim|Evil Tim]] 17:10, 26 August 2012 (CDT)&lt;br /&gt;
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:::As if his bad grammar and words constantly bleeding together aren't bad enough? [[User:Spartan198|Spartan198]] 04:37, 27 August 2012 (CDT)&lt;br /&gt;
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::::Well, he ''is'' Russian.  [[User:Jeddostotle7|Jeddostotle7]] 09:11, 27 August 2012 (CDT)&lt;br /&gt;
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Da.&lt;br /&gt;
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== Enfield EM-2 ==&lt;br /&gt;
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Should the EM-2 be moved to out of service rifles as it was accepted as a an issue rifle (albeit briefly) in 1951 as the No 9 Rifle?&lt;br /&gt;
[[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 14:06, 22 January 2013 (EST)&lt;br /&gt;
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:I would think that because it was never officially adopted (coupled with the fact that its chambering, the .280 British round, was roundly dismissed by the US forces, even though now many there are backpedalling by using the 6.8x43mm SPC round, which is dimensionally quite similar), renders it firmly to the &amp;quot;Experimental&amp;quot; category. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 22:07, 22 January 2013 (EST)&lt;br /&gt;
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No that's what im saying it was adopted for less than a year as the 'No 9 Rifle' [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 16:25, 23 January 2013 (EST)&lt;br /&gt;
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:I wouldn't say it was actually adopted though. All that happened was that the government declared that it was going to be the next weapon and that it would be designated as the No.9 Mk.1. However before mass production even began, let alone it actually being issued, the whole NATO standardisation fracas came about and a change of government saw it being shelved in favour of the FN FAL (this was also originally in .280 British, but it was more easily converted to 7.62x51mm). Basically it was given a designation and that is it. Besides, I don't think a rifle that less than a 100 of which were built can be called anything other than experimental.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:03, 23 January 2013 (EST)&lt;br /&gt;
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Point taken, the numbers thing killed my idea for me. It was all a bit of a waste really especially considering that after deciding 7.62 wasn't ideal for an individual weapon and the problems some have had with 5.56, now .280 (or a calibre similar) seems like it would have been a much better choice from the start. [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 18:50, 23 January 2013 (EST)&lt;br /&gt;
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:You can pretty much boil it all down to blaming America. They said the .280 was underpowered, whilst Britain, Canada and Belgium said the 7.62x51mm would be uncontrollable in full auto (based on the fact that the US eventually switched to the even smaller 5.56x45mm it is pretty obvious who was right). When Winston Churchill returned to power he felt that NATO standardisation on a round, even if it was the wrong round, was vital, so we went for the 7.62x51mm. It was a real shame, as the EM-2 was a great gun. I have actually gotten a look at one of the EM-2s that was converted to 7.62x51mm, and the quality on it was excellent. It isn't that obvious in pictures, but there is even a wood veneer over the top of the rear of the receiver for your cheek. I can imagine it was much more expensive to make than the FAL though (this may have had something to do with it) as the receiver was totally milled from a single piece of steel and had a complicated internal shape (although the actual stripping and assembly was very simple). With the intermediate round, bullpup layout and integrated optical sight it was very much ahead of its time.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:18, 23 January 2013 (EST)&lt;br /&gt;
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I knew about Churchill's feelings on standardisation and if im honest I think the benefit of commonality outweighed poor choice of round, from an infantry soldiers IW stand point (ive found its  a lot more fun to hump 5.56 than 7.62 and I hardly get to touch 7.62 with cadets). I've heard that it was very well made and I was lead to believe that they would have cost around 3x as much as the SLR mostly due to the fact so much milling was required, it was however meant to be very reliable and well made as you said. [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 19:27, 23 January 2013 (EST)&lt;br /&gt;
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:Churchill must have been smoking the wrong cigars that day. Given that Canada was enthusiastic about the .280 British (which dimensions are actually 7x43mm), &amp;quot;Mother England&amp;quot; could very well have turned it into the &amp;quot;British Commonwealth standard&amp;quot; instead and let the increased terminal effectiveness/range (relative to 5.56mm NATO, and not dependent on fragmentation as is the case for that cartridge's military versions) and increased controllability/portability (over 7.62mm NATO) speak for themselves in actual engagements and military campaigns (they could have started with the Northern Ireland campaign). It's a damn shame that this round has not been given a second chance (otherwise we might be using EM-3s, 4s or 5s by now). [http://7x46mmuiac.com/7x46mm_Cartridge.html A few are even recommending] we go to 7x46mm for a universal rifle/carbine cartridge. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 22:33, 23 January 2013 (EST)&lt;br /&gt;
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Generally everyone (except the US thought) that .280 British was the way to go for NATO, I think eventually it will be seen that an intermediate cartridge is required but im sceptical it will be .280 [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 16:11, 24 January 2013 (EST)&lt;br /&gt;
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:.280 is just imperial measurements talk for 7mm-diameter rounds. Even the commission that designed the 6.8mm SPC admitted that 7mm had the best terminal performance (in the range between 6.5mm and 7mm). It may be that such lethality could trump accuracy in applications like suppressive fire (after all, you duck from suppressive fire because you're afraid you'll be lethally hit). I'm also interested in seeing just how much more performance the proposed 7x46mm cartridge would have over the 6.8mm SPC--sometimes 3 millimeters of case length can make a real difference, as is the case between the .40 S&amp;amp;W round and the 10mm Auto round. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 21:27, 24 January 2013 (EST)&lt;br /&gt;
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== L96A1 still in use? ==&lt;br /&gt;
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I was looking on the Accuracy International site and went on the [http://www.accuracyinternational.com/gallery.php gallery] where there are several image supposedly from Herrick 13 which was 2010-201 that shows soldiers still using the L96A1. I'm fairly sure this time frame is correct as I see 16AA insignia MTP kit with the newest Osprey plate carrier. This would suggest that it was still being used within the last couple of years, does anyone know if it is still knocking around today? I would assume it probably is, as when the L115s came in and were issued to the Infantry sniper platoons I guess the L96A1s and L118A1s filtered down and were snapped up by others. There was a period where it was intended that the .308 rifles were going to be issued within Infantry sections as a sort of DMR before the L129A1 was procured. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:08, 30 January 2013 (EST)&lt;br /&gt;
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I saw them being used on the first series of our war and that was around 2008 and it was being used as the l129a1 is and l115's were being used as designated sniper weapon. But by now I had assumed they are gone however they are l96a1's being used, I would have assumed tehy would have had access to l129a1's. It does raise the question as to whether l96a1  should be moved to in service? &lt;br /&gt;
[[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]])&lt;br /&gt;
:Except in 2008 the UOR that lead to the L129A1 hadn't even been written yet. The L129 was selected in 2009 and not issued until mid-late 2010. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 16:46, 3 February 2013 (EST)&lt;br /&gt;
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I didnt say that. I said I saw l96's being used in 2008 in the same role that l129a1's are now and I was surprised as now l129's are issued so could be used in place of the l96's in the photos on the AI website (taken on Herrick 13). [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]])&lt;br /&gt;
:It's a simple matter of supply vs. demand. There are 440 L129A1s, not all of which are in country and not all of those are issued to marksmen on infantry patrols; spotters in sniper teams carry them sometimes. Ergo it's likely that the L96s are being kept on issue to keep up with requirements. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 15:41, 4 February 2013 (EST)&lt;br /&gt;
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== Mp7 ==&lt;br /&gt;
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Should the MP7 be on here? This was adopted by MOD police as a replacement for SA80 &amp;amp; MP5. I know this says &amp;quot;british armed forces&amp;quot; but MOD surely counts? --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:32, 10 February 2015 (EST)Forrest1985&lt;br /&gt;
:Not really, the MDP is a civilian police that just has a different jurisdiction and role.--[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:58, 10 February 2015 (EST)&lt;br /&gt;
There's rumblings about the SA80 series of weapons being replaced in the foreseeable future. Now that the MP7 is finally starting to gain some traction (they just recently assigned it to motorcycle-using and K-9 officers of the LAPD, strange as that concept might be), I can see the MP7 replacing the L22A1, since those share largely the same roles. Compared to the L22A2, the MP7 can be holstered, is lighter, and isn't as hearing-unfriendly when used. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 18:50, 10 February 2015 (EST)&lt;br /&gt;
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:Are there any specific &amp;quot;rumblings&amp;quot; that you are referring to, or is this just the same &amp;quot;rumblings&amp;quot; that have been going on for a couple of decades? The last I remember hearing about anyone pushing for a premature replacement was a couple of years ago the Royal Marines were supposedly unhappy with the rifle and were pushing not only for a replacement but for a new caliber. The article was complete unattributed bollocks though from an unnamed &amp;quot;insider&amp;quot; who spouted rubbish about the 5.56x45mm ballistics being inadequate from the 20.4&amp;quot; barrel of an L85A2, but somehow the problem would be solved if he was given a nice shiny new C8 SFW with a 16&amp;quot; barrel. &lt;br /&gt;
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:As for when the replacement will happen, the plan has always been (and still is to the best of my knowledge) that a replacement will be introduced some time in the 2020s. As there has been not much progress on this to date I assume it will be mid to late 2020s at this point as a new service rifle will take a few years of shopping around, developing, testing, and troop trials before it is actually issued. The only thing I have heard is that there has been talk about the idea of a new lightweight version of the SA80 weapons making an A3 variant, either as an interim weapon or actual replacement. &lt;br /&gt;
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:Either way, in my opinion there is pretty much zero chance that the MP7 would ever be adopted by regular forces. Firstly, it is a less capable weapon than the L22A2 in terms of range, penetration and energy. The holstering thing is a bit of a non issue, as if you are on the ground then your weapon should be in your hands (if not it is hanging on a single point sling inches from them) and if you are a crewman/pilot then it is in a rack designed to hold it that already works so getting a smaller weapon achieves nothing. The hearing thing might be a slight plus, but not really for regular troops as you will be near other more potent weapon systems so you will need hearing protection anyway. The most important reason however is the different ammo. Introducing a completely new caliber for only a small number of non-infantry troops who do not really need it would be a logistical nightmare. You do not want everybody in a platoon to have 5.56x45mm and 7.62x51mm, except your dog handler who you need to separately kit out with 4.6x30mm. For special forces use (or police use for that matter) a lot of this doesn't apply, but there is a reason that you do not tend to see them used by regular military forces. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:16, 10 February 2015 (EST)&lt;br /&gt;
::I believe the &amp;quot;rumblings&amp;quot; would be things like the &amp;quot;Modular Assault Rifle&amp;quot; tender that the MoD issued in 2012 that was intended to procure a new rifle for limited introduction last year. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 06:03, 3 March 2015 (EST)&lt;br /&gt;
:::Knowing the way the government usually does things, in the late 2020s the government will start talking about the new rifle while simultaneously ordering a complete set of new SA80-pattern rifles, scrap all of them without replacing them with anything at all, give two billion to a company which never delivers anything, and then get hoodwinked into buying 500,000 Kar 98s while The Sun says our boys now have the best rifle in the world and the ghost of Jeremy Clarkson drives a car around while someone tries to shoot him with it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:31, 3 March 2015 (EST)&lt;br /&gt;
Thought you would say that but NCIS made the cut over on the US page. This should at least be in the experimental/trials portion--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:41, 11 February 2015 (EST)&lt;br /&gt;
In addition there were photos of tornado pilots with MP7's strapped to their legs in afghan. Desperately trying to remember where i saw the pics! --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:01, 11 February 2015 (EST)&lt;br /&gt;
:If it is the same photo I have seen then I believe that it was a staged promotional image for the company &amp;quot;Radway Green&amp;quot; who make a lot (possibly all) of the ammunition for the British military and police including 4.6x30mm. I would have though having a PDW strapped to your leg would be massively impractical for a fast jet pilot as you wouldn't fit in your seat properly, it would interfere with your harness, it could make the G-suit not function properly, it would be flapping around during aggressive manoeuvring, the securing straps would cover your thigh pockets, it would either tear off or tear your leg off during ejection, and the holster would most likely block the controls on the side console. As some RAF squadrons switched to Walther PPs due to the Browning being too large/heavy for certain aircraft cockpits, having an MP7 strapped on would be even worse. Lastly, as far as I know Tornado aircrew now use Glocks, which I believe they were issued shortly before they were issued to the Army.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:49, 11 February 2015 (EST)&lt;br /&gt;
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:: NCIS is an investigative/police agency under the Department of the Navy, thus technically making it a part of the US Armed Forces, it is not a civilian police force. Finally, unless there's some concrete source or reference in regards to this, I fail to see the validity of its inclusion. &amp;quot;Rumblings&amp;quot; don't count as far as I'm concerned. I've seen some weapon listings on the US Armed Forces page disallowed for similar reasons. My two cents (or, perhaps, pence) here. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 20:24, 11 February 2015 (EST)&lt;br /&gt;
Thanks stan --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:32, 12 February 2015 (EST)&lt;br /&gt;
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== Beaumont–Adams revolver ==&lt;br /&gt;
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Beaumont–Adams revolver, in service with the [http://en.wikipedia.org/wiki/Beaumont%E2%80%93Adams_revolver British 1862 – 1880]. [[User:Dudster32|Dudester32]] ([[User talk:Dudster32|talk]]) 14:02, 8 April 2015 (EDT)&lt;br /&gt;
:That hasn't appeared in any media yet. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 22:07, 8 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:List_of_firearms_used_by_British_Armed_Forces&amp;diff=909370</id>
		<title>Talk:List of firearms used by British Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:List_of_firearms_used_by_British_Armed_Forces&amp;diff=909370"/>
		<updated>2015-04-09T02:07:21Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Beaumont–Adams revolver */&lt;/p&gt;
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&lt;div&gt;Once again, much like in the now-vastly-improved Russian weapons page, feel free to contribute as much as you'd like. The format is all together, and I'll periodically update the page myself, as well. --[[User:Dirty Harold|Dirty Harold]] 19:09, 31 July 2012 (CDT)&lt;br /&gt;
:I'll add some stuff. In the case of weapons that are used by the SAS/SBS/whatever I would just list them as UKSF as that is the umbrella that they all fall under, and they all use the same pool of specialist weapons. --[[User:Commando552|commando552]] 18:23, 31 July 2012 (CDT)&lt;br /&gt;
::Yeah, I thought about the UKSF thing too. [[User:Dirty Harold|Dirty Harold]] 19:40, 31 July 2012 (CDT)&lt;br /&gt;
:::Massive respect too whoever created this, I've been waiting for something like this for a while! I'll try and contribute as best as I can. @Commando552, something you might wanna add is the H&amp;amp;K MP5A3 and MP5KA1, as used by the SAS/SBS/Royal Marines/Paratroop Regiment. As for out of service, as far as I'm aware, the SAS WERE issued Walther PPKs as a backup, however, I am unsure as to whether this is still in use by them. I know an AR-15 CQB type rifle is in use by the Pathfinder Regiment, Royal Military Police and Army Security Guard Regiments. The MP5KA1 is also used by Infantry drivers and Pilots. Hope this helps. [[User:Fixer|Fixer]]&lt;br /&gt;
::::Just added the SMGs. The problem is that there is not really any documentation about what the special forces use, it is more just what you can see them with in the rare photo or hear about through the grapevine. I believe the PPK is still on the books, although maybe not used, as there have been EFRs (Equipment Failure Reports) sent in for the PPK as recently as 2007, so someone was apparently using it then. As for the CQB AR-15, are you talking about the L119A1 which is a C8 SFW? If so I wasn't aware of the Pathfinders using this, I thought they used a C7 (for some reason i think 300 were bought but have no source for this, the number is just in my head) along with the Royal Marines Brigade Patrol Troop (as seen [http://webarchive.nationalarchives.gov.uk/+/http://www.operations.mod.uk/veritas/img/veritas/45cdogp/jacana_stonehouse01_hr.jpg here]). They may have switched to the L119A1 by now to standardise (this was originally only used by the SAS/SBS but has been spreading out throughout the services) but a few years ago they still has the C7s. Have also seem them using M16A1s with A2 handguard which I'm assuming migrated over from UKSF. Where did you get the thing about drivers and pilots having MP5KA1s, have never seen or heard anything about that. Also, what do you mean by &amp;quot;Army Security Guard Regiments&amp;quot;?  --[[User:Commando552|commando552]] 19:05, 31 July 2012 (CDT)&lt;br /&gt;
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So we're not putting the LMT into this? [[User:Excalibur01|Excalibur01]] 20:00, 31 July 2012 (CDT)&lt;br /&gt;
:This page is very far from done (I'm off to bed now so if anyone else wants to try and help finish it of be my guest), but more importantly the L129A1 hasn't appeared in anything yet has it? if not then it shouldn't be on the site so shouldn't be here.  --[[User:Commando552|commando552]] 20:16, 31 July 2012 (CDT)&lt;br /&gt;
::I think that if there is a gun used by the British, but doesn't have an Imfdb page, it should be listed here. This is a list of Guns used by the British Armed Forces, not a list of guns ''on Imfdb'' used by British Armed Forces. --[[User:SmithandWesson36|SmithandWesson36]] 21:03, 31 July 2012 (CDT)&lt;br /&gt;
:::I was under the impression that these pages ARE a list of guns used by the British Army that appear on IMFDB as an aid to ID-ing and working out if something is anachronistic/inaccurate. --[[User:Commando552|commando552]] 04:31, 1 August 2012 (CDT)&lt;br /&gt;
:::That's exactly what it is, a list of guns ''on IMFDb'' used by the British Armed Forces. We're a wiki about guns in media, not a general gun encyclopedia. These &amp;quot;firearms used by [insert organization name]&amp;quot; pages are already bleeding toward the latter as is, IMO. If one wants a complete list of all guns used by the Brits, Wikipedia has a template listing as such at the bottom of various pages [http://en.wikipedia.org/wiki/L85]. [[User:Spartan198|Spartan198]] 15:44, 26 August 2012 (CDT)&lt;br /&gt;
@Commando552 Yeah mate, it's not unheard of for UKSF to use the Walther, as I believe it used as a backup. Yeah the L119A1 is what I meant - that sort of weaponry has been used by Pathfinders (to my knowledge) in Afghanistan on patrols, due too compact size (I believe). I cannot speak for the RM, but seeing as the Brigade Patrol Group are a recon regiment (like the Pathfinders) it would make sense, as they favor compact weaponry. As for pilots/drivers, I read somewhere that they had, however after re-reading the same article, they do not, it was just my error of skim reading over the words &amp;quot;pilots&amp;quot;, &amp;quot; infantry drivers&amp;quot; and &amp;quot;MP5K&amp;quot;. I do apologize for the confusion on the pilots part, but I do believe they carry a sidearm. In combat, Infantry drivers were known to be issued an MP5 of some sort. I assumed it was the A1 due to the fact it is easy to conceal and easy to draw (due to the sights), in case of contact. The Army Security Guards (Military Provost Guard Service) have been known too use a CQB AR-15 during in VIP close protection, too the best of my knowledge. As for the M16A1s with the A2 handguard, to the best of my knowledge, I cannot recall hearing or seeing any branch of the UK military using it in my time, but I may be wrong.  However, I will double check the info and will get back too you. Apologizes for any confusion. [[User:Fixer|Fixer]]&lt;br /&gt;
:The Pathfinders and BPT were still using the C7 in Afghanistan, there are quite a few photos of it, but my guess is that they may have phased it out now that the L119A1 is becoming more widespread. The only reason they adopted the C7 in the first place is that at the time the L85 was incapable of taking an UGL, so they wanted a rifle they could mount an M203 on. I don't think the MPGS do use the L119A1 as they have no close protection role, that is the Royal Military Police who tend to use the short barrelled version of the L119A1. Now that you say that about the MP5 for drivers and pilots that clicks something in my brain, but I think they actually used the MP5A3 not the MP5K. However this is not the case anymore, with them either using the L22A2 or the L119A1. Also, [http://www.mega-tapety.info/resize/militaria-zolnierze-2560-1920-1706.jpg here] is a photo of a couple of BPT marines, note that the one on the right has an A2 handguard but no brass deflector.  --[[User:Commando552|commando552]] 04:31, 1 August 2012 (CDT)&lt;br /&gt;
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Why is there a 'Flamethrower' section? To my knowledge, the British Army has-and will never use-flamethrowers. It's just not the done thing. Alasdair.&lt;br /&gt;
* They did use the [[No. 2 Portable Flamethrower]] during WW2 --[[User:Crackshot|Crackshot]] 07:28, 01 August 2012 (GMT)&lt;br /&gt;
:Flamethrower in this context also refers to any rocket-based incendiary weapon (i.e. the US FLASH launcher). --[[User:Dirty Harold|Dirty Harold]] 07:44, 1 August 2012 (CDT)&lt;br /&gt;
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This might only be my imagination but i thought the Accuracy International AW was named L96?&lt;br /&gt;
:Almost. The L96A1 is the Accuracy International PM. The Arctic Warfare is the L118A1.[[User:The Wierd It|The Wierd It]] 03:05, 1 August 2012 (CDT)&lt;br /&gt;
::There is  A LOT of confusion about the L96 designation, mainly because in some sources the Army gets it wrong. In some places they incorrectly call the L118A1 the L96A1, so they then work backwards to say that the original PM was just the L96, despite the fact that this isn't how British designations work, always having an A1 at the end.  --[[User:Commando552|commando552]] 04:11, 1 August 2012 (CDT)&lt;br /&gt;
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== L22A1/A2 ==&lt;br /&gt;
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The version of the L22 that is currently issued is actually referred to as the A2 variant, despite what the L85 page says. It has the &amp;quot;HK A2&amp;quot; markings on it, and MOD documents refer to it as the L22A2. I think part of the confusion is the fact that the receiver markings are A1 as they are built from scavenged L86A1 receivers. I think the L22 prototype is now retroactively refereed to as the L22A1, although it was not called this at the time.  --[[User:Commando552|commando552]] 03:40, 2 August 2012 (CDT)&lt;br /&gt;
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I'm relatively sure it is issued as the L22A1 as they are still the first version adopted and have not been upgraded as they were adopted post h&amp;amp;k upgrades off the SA80 family. [[User:Blackguinepig|Blackguinepig]] ([[User talk:Blackguinepig|talk]]) 15:48, 16 January 2013 (EST)&lt;br /&gt;
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That is logical from one perspective, but like I said above, that is what it is referred to as in MOD documents, and A2 is stamped on the weapon. You could argue that it is the second version of the weapon as it is a modified version of the earlier AFV variant, which has retroactively been referred to as the L22A1 in MOD documentation despite the fat that it never had this designation in service.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 16:58, 16 January 2013 (EST)&lt;br /&gt;
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== Miniguns ==&lt;br /&gt;
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OK, I think I may have stuffed things a bit with the minigun entry, since searching http://www.defenceimagery.mod.uk for &amp;quot;minigun&amp;quot; shows both GAU-17s and M134s with DA flashhiders. [[User:The Wierd It|The Wierd It]] 11:19, 3 August 2012 (CDT)&lt;br /&gt;
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:I wouldn't worry too much about it, there is a random mix of miniguns used by the RAF and RN. As far as I have seen, the majority have a 2 flange barrel clam with either a solid or slotted flash hider, whilst some have a 4 flange clamp with slotted flash hider (like the GAU-17/A). The two flange with the solid flash hider would be a Dillon, but don't know what the 2 flange with the slotted flash hider would be. Not sure, but i think this may be a Dillon as well, as I believe the early Dillon barrel clamps had the slots before they decided it was more effective without them.  --[[User:Commando552|commando552]] 18:37, 3 August 2012 (CDT)&lt;br /&gt;
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== This just in... ==&lt;br /&gt;
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I'm currently scrambling to find verifiable sources for all this but apparently the Glock 17 Generation 4 with an added manual safety has been adopted to formally replace the L9A1. At the moment the only source I have is [http://www.arrse.co.uk/weapons-equipment-rations/186621-new-service-pistol.html this one], which is of questionable veracity until I see anything official. Thoughts? [[User:The Wierd It|The Wierd It]] 06:43, 26 August 2012 (CDT)&lt;br /&gt;
:I think [http://www.thefirearmblog.com/blog/2009/09/17/dsei-09-glock-17-with-thumb-safety/ this] is the gun in question (this is a 3rd gen but shows the safety), was put forward a few years ago but wasn't adopted and the MOD continued to buy SIGs. However I think this is now a monetary issue, with the MOD wanting a larger number of soldiers to be carrying a pistol and the Glock being probably less than half the price of a SIG. I would prefer them to keep the SIG as I prefer the trigger and the general feel of a SIG, but I can understand them going with the Glock 17 with this manual safety as it has pretty much the same position as the safety on the SA80 guns, and is also probably more idiot proof than a SA/DA gun with a decocker, which is a plus when you are looking for a gun which will be more widely issued.  --[[User:Commando552|commando552]] 08:38, 26 August 2012 (CDT)&lt;br /&gt;
::Although looking back through the thread I think the Glock submitted for the trails in question didn't have the extra safety, which would bring the cost down a bit more. Plus the SIG was only a UOR anyway.[[User:The Wierd It|The Wierd It]] 08:44, 26 August 2012 (CDT)&lt;br /&gt;
:::The [http://www.bbc.co.uk/news/uk-20978842 BBC article] I read implied that it did not have a manual safety. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 10:50, 11 January 2013 (EST)&lt;br /&gt;
::::It doesn't; it's just a vanilla GEN4. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 13:01, 11 January 2013 (EST)&lt;br /&gt;
OK, it's apparently official now; there's an item on the Defence Imagery database's News section about it. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 09:56, 10 January 2013 (EST)&lt;br /&gt;
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:Anyone know what the [http://www.defenceimagery.mod.uk/fotoweb/cmdrequest/rest/preview.fwx/Emb_DES-2013-003-0184.jpg?rt=1&amp;amp;f=A81D8793137680C0E66D08E8E606BD1F11732CAD1490F960D1DA871986B1F9663B985DAF6425EE16CAAA2B3AA2B030D852712EB1B11DAC16E9CD46A292732506240FA4CE69847E5B34196B04A1F6CBBB4B67DD2723BC6E1EF145AC4CF1573623EDE94D9F55FA41C813CFAEC8028BE23AD12AE2727DF5726C8DCB6D4024767B9FC80341BDCE70AD62984BAEAB73CEFE374FDB59CC67824D637AEB4353BDBF4FD2145CBFD6B2DE5B3B3FF976452C66399A690F5F5799113910ACC3C46898BFD744&amp;amp;sz=1024 new holster] is, I don't recognise it (apparently it is Italian but that is all I could find). It looks really bulky, so I'm assuming there must be something special about it otherwise it is a very odd design. My random guess is that that is actually a button at the top of the holster which you press to rotate it or something. I personally would have preferred the Army officially adopted the P226, but am glad they are getting something as I have heard the current UOR P226s have been used to death (particularly the magazines, as because it was an UOR they ended up with OTS mags rather than milspec so they are pretty much all buggered at this point).&lt;br /&gt;
::My first thought was Blackhawk since it looks pretty SERPA-ish. But it's not.[[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 12:44, 10 January 2013 (EST)&lt;br /&gt;
::OK, if [http://militarytimes.com/blogs/gearscout/2013/01/11/brits-replace-brownings-with-glock-17-gen4/ this source] is to be believed it is a Blackhawk holster. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 14:10, 13 January 2013 (EST)&lt;br /&gt;
:::Finally found the bastard, I went to Viking Arms list of suppliers and eventually found it on the [http://www.radar1957.com/en/innovation-zone/automatic-security-systems/LEP-System.php?m=8&amp;amp;sx=152 Radar] site. Never heard of them, but it is Italian so it fits the bill. It is their LEP holster which means &amp;quot;Lock-on Ejection Port&amp;quot;, meaning that the pistol is retained by a piece that engages with the ejection port on the slide. It seems like an awful lot of bulk to add along the top of the pistol just to have it not lock on the trigger guard in my opinion. My guess is that this is for durability reasons, as with the Glock trigger guard being polymer it would probably be more susceptible from wear from repeated holstering and drawing.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:10, 13 January 2013 (EST)&lt;br /&gt;
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== Clarification ==&lt;br /&gt;
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Just to clarify, does the British military use the standard AW50 rifle, or the AW50F? I was just curious, and I couldn't find good information. [[User:Dirty Harold|Dirty Harold]] 09:15, 26 August 2012 (CDT)&lt;br /&gt;
:It is the AW50F. Have changed the &amp;quot;Used by&amp;quot; from UKSF to all branches, as it is used by all branches in an EOD capacity (such as [http://army-uk.com/news_detail.php?id=1652 Royal Navy clearance divers]), along with UKSF for long range sniping. Although only officially adopted in 2008, it had been used for a while by UKSF. There is a part of a biographical book called ''Sniper One'' written by Sgt. Dan Mills about hios time in Iraq in 2004 where his sniper unit is supported by a &amp;quot;Royal Marine&amp;quot; (although he is clearly actually special forces) sniper who in pictures in the book is using an AW50F.--[[User:Commando552|commando552]] 08:56, 26 August 2012 (CDT)&lt;br /&gt;
:Also, [http://www.thefirearmblog.com/blog/2010/09/07/sniper-with-holographic-sight/ here] is a nice shot of A Royal Marine aerial sniper using one in an anti-piracy role with an EOTech sight showing that it is an AW50F.  --[[User:Commando552|commando552]] 09:01, 26 August 2012 (CDT)&lt;br /&gt;
::Thanks. --[[User:Dirty Harold|Dirty Harold]] 07:22, 27 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== L129A1 ==&lt;br /&gt;
&lt;br /&gt;
Don't forget the new &amp;quot;Sharpshooter&amp;quot; L129A1 sniper rifle that got put into active duty last year.&lt;br /&gt;
[[User:Temp89|Temp89]] 12:51, 26 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
We did have it in here, but since neither it nor the LM7 has appeared in anything fictional it got taken down again. [[User:The Wierd It|The Wierd It]] 13:18, 26 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:If you were going to make these pages so that they included every gun used rather than just the guns that appear in media, we would have to be adding hundreds of new pages for essentially no reason. Also, there are a large number of guns that have been used by certain militaries that it is near impossible to get a good picture of, as they have never been use by anyone but the miitary in question. For example, there was a custom made version of the P226 known as the P226K that was made in the 90s that had a full length grip with a shortened slide which was designated as the L106A1, but I dare you to find a picture of it to put it on here. --[[User:Commando552|commando552]] 16:48, 26 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::Also please don't link to world.guns, Max doesn't screen his ads for malicious java and the site is a digital plague pit. [[User:Evil Tim|Evil Tim]] 17:10, 26 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
:::As if his bad grammar and words constantly bleeding together aren't bad enough? [[User:Spartan198|Spartan198]] 04:37, 27 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
::::Well, he ''is'' Russian.  [[User:Jeddostotle7|Jeddostotle7]] 09:11, 27 August 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
Da.&lt;br /&gt;
&lt;br /&gt;
== Enfield EM-2 ==&lt;br /&gt;
&lt;br /&gt;
Should the EM-2 be moved to out of service rifles as it was accepted as a an issue rifle (albeit briefly) in 1951 as the No 9 Rifle?&lt;br /&gt;
[[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 14:06, 22 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:I would think that because it was never officially adopted (coupled with the fact that its chambering, the .280 British round, was roundly dismissed by the US forces, even though now many there are backpedalling by using the 6.8x43mm SPC round, which is dimensionally quite similar), renders it firmly to the &amp;quot;Experimental&amp;quot; category. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 22:07, 22 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
No that's what im saying it was adopted for less than a year as the 'No 9 Rifle' [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 16:25, 23 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:I wouldn't say it was actually adopted though. All that happened was that the government declared that it was going to be the next weapon and that it would be designated as the No.9 Mk.1. However before mass production even began, let alone it actually being issued, the whole NATO standardisation fracas came about and a change of government saw it being shelved in favour of the FN FAL (this was also originally in .280 British, but it was more easily converted to 7.62x51mm). Basically it was given a designation and that is it. Besides, I don't think a rifle that less than a 100 of which were built can be called anything other than experimental.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:03, 23 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Point taken, the numbers thing killed my idea for me. It was all a bit of a waste really especially considering that after deciding 7.62 wasn't ideal for an individual weapon and the problems some have had with 5.56, now .280 (or a calibre similar) seems like it would have been a much better choice from the start. [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 18:50, 23 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can pretty much boil it all down to blaming America. They said the .280 was underpowered, whilst Britain, Canada and Belgium said the 7.62x51mm would be uncontrollable in full auto (based on the fact that the US eventually switched to the even smaller 5.56x45mm it is pretty obvious who was right). When Winston Churchill returned to power he felt that NATO standardisation on a round, even if it was the wrong round, was vital, so we went for the 7.62x51mm. It was a real shame, as the EM-2 was a great gun. I have actually gotten a look at one of the EM-2s that was converted to 7.62x51mm, and the quality on it was excellent. It isn't that obvious in pictures, but there is even a wood veneer over the top of the rear of the receiver for your cheek. I can imagine it was much more expensive to make than the FAL though (this may have had something to do with it) as the receiver was totally milled from a single piece of steel and had a complicated internal shape (although the actual stripping and assembly was very simple). With the intermediate round, bullpup layout and integrated optical sight it was very much ahead of its time.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 19:18, 23 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
I knew about Churchill's feelings on standardisation and if im honest I think the benefit of commonality outweighed poor choice of round, from an infantry soldiers IW stand point (ive found its  a lot more fun to hump 5.56 than 7.62 and I hardly get to touch 7.62 with cadets). I've heard that it was very well made and I was lead to believe that they would have cost around 3x as much as the SLR mostly due to the fact so much milling was required, it was however meant to be very reliable and well made as you said. [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 19:27, 23 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:Churchill must have been smoking the wrong cigars that day. Given that Canada was enthusiastic about the .280 British (which dimensions are actually 7x43mm), &amp;quot;Mother England&amp;quot; could very well have turned it into the &amp;quot;British Commonwealth standard&amp;quot; instead and let the increased terminal effectiveness/range (relative to 5.56mm NATO, and not dependent on fragmentation as is the case for that cartridge's military versions) and increased controllability/portability (over 7.62mm NATO) speak for themselves in actual engagements and military campaigns (they could have started with the Northern Ireland campaign). It's a damn shame that this round has not been given a second chance (otherwise we might be using EM-3s, 4s or 5s by now). [http://7x46mmuiac.com/7x46mm_Cartridge.html A few are even recommending] we go to 7x46mm for a universal rifle/carbine cartridge. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 22:33, 23 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
Generally everyone (except the US thought) that .280 British was the way to go for NATO, I think eventually it will be seen that an intermediate cartridge is required but im sceptical it will be .280 [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]]) 16:11, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:.280 is just imperial measurements talk for 7mm-diameter rounds. Even the commission that designed the 6.8mm SPC admitted that 7mm had the best terminal performance (in the range between 6.5mm and 7mm). It may be that such lethality could trump accuracy in applications like suppressive fire (after all, you duck from suppressive fire because you're afraid you'll be lethally hit). I'm also interested in seeing just how much more performance the proposed 7x46mm cartridge would have over the 6.8mm SPC--sometimes 3 millimeters of case length can make a real difference, as is the case between the .40 S&amp;amp;W round and the 10mm Auto round. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 21:27, 24 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== L96A1 still in use? ==&lt;br /&gt;
&lt;br /&gt;
I was looking on the Accuracy International site and went on the [http://www.accuracyinternational.com/gallery.php gallery] where there are several image supposedly from Herrick 13 which was 2010-201 that shows soldiers still using the L96A1. I'm fairly sure this time frame is correct as I see 16AA insignia MTP kit with the newest Osprey plate carrier. This would suggest that it was still being used within the last couple of years, does anyone know if it is still knocking around today? I would assume it probably is, as when the L115s came in and were issued to the Infantry sniper platoons I guess the L96A1s and L118A1s filtered down and were snapped up by others. There was a period where it was intended that the .308 rifles were going to be issued within Infantry sections as a sort of DMR before the L129A1 was procured. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 18:08, 30 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
I saw them being used on the first series of our war and that was around 2008 and it was being used as the l129a1 is and l115's were being used as designated sniper weapon. But by now I had assumed they are gone however they are l96a1's being used, I would have assumed tehy would have had access to l129a1's. It does raise the question as to whether l96a1  should be moved to in service? &lt;br /&gt;
[[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]])&lt;br /&gt;
:Except in 2008 the UOR that lead to the L129A1 hadn't even been written yet. The L129 was selected in 2009 and not issued until mid-late 2010. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 16:46, 3 February 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
I didnt say that. I said I saw l96's being used in 2008 in the same role that l129a1's are now and I was surprised as now l129's are issued so could be used in place of the l96's in the photos on the AI website (taken on Herrick 13). [[User:Blackguineapig|Blackguineapig]] ([[User talk:Blackguineapig|talk]])&lt;br /&gt;
:It's a simple matter of supply vs. demand. There are 440 L129A1s, not all of which are in country and not all of those are issued to marksmen on infantry patrols; spotters in sniper teams carry them sometimes. Ergo it's likely that the L96s are being kept on issue to keep up with requirements. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 15:41, 4 February 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mp7 ==&lt;br /&gt;
&lt;br /&gt;
Should the MP7 be on here? This was adopted by MOD police as a replacement for SA80 &amp;amp; MP5. I know this says &amp;quot;british armed forces&amp;quot; but MOD surely counts? --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:32, 10 February 2015 (EST)Forrest1985&lt;br /&gt;
:Not really, the MDP is a civilian police that just has a different jurisdiction and role.--[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 15:58, 10 February 2015 (EST)&lt;br /&gt;
There's rumblings about the SA80 series of weapons being replaced in the foreseeable future. Now that the MP7 is finally starting to gain some traction (they just recently assigned it to motorcycle-using and K-9 officers of the LAPD, strange as that concept might be), I can see the MP7 replacing the L22A1, since those share largely the same roles. Compared to the L22A2, the MP7 can be holstered, is lighter, and isn't as hearing-unfriendly when used. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 18:50, 10 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:Are there any specific &amp;quot;rumblings&amp;quot; that you are referring to, or is this just the same &amp;quot;rumblings&amp;quot; that have been going on for a couple of decades? The last I remember hearing about anyone pushing for a premature replacement was a couple of years ago the Royal Marines were supposedly unhappy with the rifle and were pushing not only for a replacement but for a new caliber. The article was complete unattributed bollocks though from an unnamed &amp;quot;insider&amp;quot; who spouted rubbish about the 5.56x45mm ballistics being inadequate from the 20.4&amp;quot; barrel of an L85A2, but somehow the problem would be solved if he was given a nice shiny new C8 SFW with a 16&amp;quot; barrel. &lt;br /&gt;
&lt;br /&gt;
:As for when the replacement will happen, the plan has always been (and still is to the best of my knowledge) that a replacement will be introduced some time in the 2020s. As there has been not much progress on this to date I assume it will be mid to late 2020s at this point as a new service rifle will take a few years of shopping around, developing, testing, and troop trials before it is actually issued. The only thing I have heard is that there has been talk about the idea of a new lightweight version of the SA80 weapons making an A3 variant, either as an interim weapon or actual replacement. &lt;br /&gt;
&lt;br /&gt;
:Either way, in my opinion there is pretty much zero chance that the MP7 would ever be adopted by regular forces. Firstly, it is a less capable weapon than the L22A2 in terms of range, penetration and energy. The holstering thing is a bit of a non issue, as if you are on the ground then your weapon should be in your hands (if not it is hanging on a single point sling inches from them) and if you are a crewman/pilot then it is in a rack designed to hold it that already works so getting a smaller weapon achieves nothing. The hearing thing might be a slight plus, but not really for regular troops as you will be near other more potent weapon systems so you will need hearing protection anyway. The most important reason however is the different ammo. Introducing a completely new caliber for only a small number of non-infantry troops who do not really need it would be a logistical nightmare. You do not want everybody in a platoon to have 5.56x45mm and 7.62x51mm, except your dog handler who you need to separately kit out with 4.6x30mm. For special forces use (or police use for that matter) a lot of this doesn't apply, but there is a reason that you do not tend to see them used by regular military forces. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:16, 10 February 2015 (EST)&lt;br /&gt;
::I believe the &amp;quot;rumblings&amp;quot; would be things like the &amp;quot;Modular Assault Rifle&amp;quot; tender that the MoD issued in 2012 that was intended to procure a new rifle for limited introduction last year. [[User:The Wierd It|The Wierd It]] ([[User talk:The Wierd It|talk]]) 06:03, 3 March 2015 (EST)&lt;br /&gt;
:::Knowing the way the government usually does things, in the late 2020s the government will start talking about the new rifle while simultaneously ordering a complete set of new SA80-pattern rifles, scrap all of them without replacing them with anything at all, give two billion to a company which never delivers anything, and then get hoodwinked into buying 500,000 Kar 98s while The Sun says our boys now have the best rifle in the world and the ghost of Jeremy Clarkson drives a car around while someone tries to shoot him with it. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 06:31, 3 March 2015 (EST)&lt;br /&gt;
Thought you would say that but NCIS made the cut over on the US page. This should at least be in the experimental/trials portion--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 12:41, 11 February 2015 (EST)&lt;br /&gt;
In addition there were photos of tornado pilots with MP7's strapped to their legs in afghan. Desperately trying to remember where i saw the pics! --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:01, 11 February 2015 (EST)&lt;br /&gt;
:If it is the same photo I have seen then I believe that it was a staged promotional image for the company &amp;quot;Radway Green&amp;quot; who make a lot (possibly all) of the ammunition for the British military and police including 4.6x30mm. I would have though having a PDW strapped to your leg would be massively impractical for a fast jet pilot as you wouldn't fit in your seat properly, it would interfere with your harness, it could make the G-suit not function properly, it would be flapping around during aggressive manoeuvring, the securing straps would cover your thigh pockets, it would either tear off or tear your leg off during ejection, and the holster would most likely block the controls on the side console. As some RAF squadrons switched to Walther PPs due to the Browning being too large/heavy for certain aircraft cockpits, having an MP7 strapped on would be even worse. Lastly, as far as I know Tornado aircrew now use Glocks, which I believe they were issued shortly before they were issued to the Army.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 17:49, 11 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
:: NCIS is an investigative/police agency under the Department of the Navy, thus technically making it a part of the US Armed Forces, it is not a civilian police force. Finally, unless there's some concrete source or reference in regards to this, I fail to see the validity of its inclusion. &amp;quot;Rumblings&amp;quot; don't count as far as I'm concerned. I've seen some weapon listings on the US Armed Forces page disallowed for similar reasons. My two cents (or, perhaps, pence) here. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 20:24, 11 February 2015 (EST)&lt;br /&gt;
Thanks stan --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 08:32, 12 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Beaumont–Adams revolver ==&lt;br /&gt;
&lt;br /&gt;
Beaumont–Adams revolver, in service with the [http://en.wikipedia.org/wiki/Beaumont%E2%80%93Adams_revolver British 1862 – 1880]. [[User:Dudster32|Dudester32]] ([[User talk:Dudster32|talk]]) 14:02, 8 April 2015 (EDT)&lt;br /&gt;
*That hasn't appeared in any media yet. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 22:07, 8 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Colt_Junior&amp;diff=907302</id>
		<title>Colt Junior</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Colt_Junior&amp;diff=907302"/>
		<updated>2015-04-03T02:42:13Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: how can someone screw that up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:ColtJunior.jpg|thumb|right|300px|Colt Junior with magazine removed - .25 ACP]]&lt;br /&gt;
[[Image:AstraCub.jpg|thumb|right|301px|none|Astra Cub]] &lt;br /&gt;
&lt;br /&gt;
Also known as the '''Astra Cub''' or the '''F.I.E. &amp;quot;The Best&amp;quot;'''.&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
1958 - 1968 (manufactured by Astra for Colt)&amp;lt;br&amp;gt;&lt;br /&gt;
1970 - 1971 (manufactured by FIE for Colt)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Semi-automatic Pistol&lt;br /&gt;
&lt;br /&gt;
* '''Caliber(s):''' .22 Short, .25 ACP&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 4.4 in (11.1 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length(s):''' 2.3 in (5.7 cm)&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:'''  6+1&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' Semi-Auto&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
'''The Colt Junior is used in the following films, and television series used by the following actors:'''&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;220&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;280&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Desperate Hours]]'' || [[Dewey Martin]] || Hal Griffin || || 1955   &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Octopussy]]'' || [[Maud Adams]] || Octopussy || Astra Cub || 1983&lt;br /&gt;
|-&lt;br /&gt;
| ''[[2 Days in the Valley]]'' || [[Paul Mazursky]] || Teddy Peppers || || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[8 Heads in a Duffel Bag]]'' || [[Joe Pesci]] || Tommy Spinelli || || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pride and Glory]]'' || || convenience store clerk || || 2008&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Television===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Show Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;170&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;80&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Hill Street Blues]]'' ||[[Talia Balsam]] || Sally || / &amp;quot;Some Like It Hot-Wired&amp;quot; (S02E15)  || 1982&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[Colt's Manufacturing Company]] - A list of all firearms manufactured by Colt. &lt;br /&gt;
* [[Astra]] - A list of all firearms manufactured by Astra-Unceta.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Pistol]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Browning_M1917&amp;diff=907280</id>
		<title>Browning M1917</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Browning_M1917&amp;diff=907280"/>
		<updated>2015-04-02T23:42:05Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Browning 1917 .30 caliber machine gun is the immediate predecessor of the [[Browning M1919]]. This weapon saw heavy use from the opening days of World War I and World War II as well as both the Korean and Vietnam wars due in large part to its reliability and usefulness in the sustained fire role (made possible by the water cooling jacket surrounding the barrel). &lt;br /&gt;
&lt;br /&gt;
'''The Browning M1917 machine gun can be seen in the following films used by the following actors:'''&lt;br /&gt;
[[file:Browning1917.jpg||thumb|right|400px|Browning M1917 - .30-06]]&lt;br /&gt;
[[Image:M1917A1_2.jpg|thumb|right|375px|Browning M1917 machine gun with tripod and ammo box - .30-06‎]]&lt;br /&gt;
[[Image:ColtM1917watercooled.jpg|thumb|right|400px|Colt version of the Browning M1917 water-cooled machine gun - .30-06]]&lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
(1917 - ????)&lt;br /&gt;
&lt;br /&gt;
* '''Type:''' Machine Gun&lt;br /&gt;
&lt;br /&gt;
* '''Caliber(s):''' .30-06 Springfield&lt;br /&gt;
&lt;br /&gt;
* '''Weight:''' 103 lb (47 kg) (gun, tripod, water, and ammunition)&lt;br /&gt;
&lt;br /&gt;
* '''Length:''' 38.5 in (980 mm)&lt;br /&gt;
&lt;br /&gt;
* '''Barrel length(s):''' 24 in (609 mm)&lt;br /&gt;
&lt;br /&gt;
* '''Capacity:''' 250 round fabric belt&lt;br /&gt;
&lt;br /&gt;
* '''Fire Modes:''' Full-auto&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
===Film===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;320&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;180&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Wings]]'' |||| WWI American soldiers || || 1927&lt;br /&gt;
|-&lt;br /&gt;
|''[[Bataan]]''|| || || ||1943&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fighting Seabees, The|The Fighting Seabees]]'' ||  || US Marine   ||  || 1944&lt;br /&gt;
|-&lt;br /&gt;
|''[[Back to Bataan]]''|| || || ||1945&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Halls of Montezuma]]''|| [[Richard Hylton]] || Conroy || || 1951&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Steel Helmet]]''|| ||North Korean Army|| ||1951&lt;br /&gt;
|-&lt;br /&gt;
|''[[Desert Rats, The|The Desert Rats]]''|| || || German soldiers ||1953&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Godzilla (1954)]]''|| || Japanese Defense Forces || ||1954&lt;br /&gt;
|-&lt;br /&gt;
|''[[Merrill's Marauders]]''|| ||the Marauders|| ||1962&lt;br /&gt;
|-&lt;br /&gt;
|''[[OSS 117: Mission for a Killer (Furia à Bahia pour OSS 117)]]''||[[Frederick Stafford]]||Hubert Bonnisseur|| ||1965&lt;br /&gt;
|-&lt;br /&gt;
|''[[OSS 117: Mission for a Killer (Furia à Bahia pour OSS 117)]]''|| ||The Nazis and Indians|| ||1965&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Professionals (1966)|The Professionals]]'' || || || || 1966&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Wild Bunch]]'' || || || ||1969&lt;br /&gt;
|-&lt;br /&gt;
|''[[Rum Runners (Boulevard du Rhum)]]''|| || U. S. Coast Guard || ||1971&lt;br /&gt;
|-&lt;br /&gt;
|''[[Soldier of Orange]]''|| || || ||1977&lt;br /&gt;
|-&lt;br /&gt;
|''[[1941]]''|| || || ||1979&lt;br /&gt;
|-&lt;br /&gt;
|''[[Commando]]''|| || ||Iin the hidden armory in||1985&lt;br /&gt;
|-&lt;br /&gt;
|''[[Matewan]]''|| ||private detectives||||1987&lt;br /&gt;
|-&lt;br /&gt;
|''[[Return from the River Kwai]]''|| || || ||1988&lt;br /&gt;
|-&lt;br /&gt;
|''[[Farewell To The King]]''|| || || ||1989&lt;br /&gt;
|-&lt;br /&gt;
|''[[Miller's Crossing]]''|| || || ||1990&lt;br /&gt;
|-&lt;br /&gt;
|''[[Tae Guk Gi]]''|| || || ||2004&lt;br /&gt;
|-&lt;br /&gt;
|''[[Public Enemies]]''|| || || ||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[Spoils of War]]''|| || || ||2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[71: Into the Fire]]''|| || South Korean soldiers || || 2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Into the White]]''|| ||Norwegian soldiers || ||2012&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gallipoli: End of the Road]]'' || || Australian and Turkish soldiers ||  || 2013&lt;br /&gt;
|-  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Television ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Show Title '''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;150&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Note / Episode'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Air Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mission: Impossible - Season 3|Mission: Impossible]]'' ||  ||  || Colt MG38 mounted on truck, &amp;quot;Nitro&amp;quot; (S03E21)  || 1969&lt;br /&gt;
|-&lt;br /&gt;
|''[[State Border: Film 5, The]]''||. ||.||. ||1986&lt;br /&gt;
|-&lt;br /&gt;
|''[[Mail Call]]''||. || .||. ||2002-2009&lt;br /&gt;
|-&lt;br /&gt;
|''[[The Pacific]]''||. ||US Marines||. ||2010&lt;br /&gt;
|-&lt;br /&gt;
|''[[Boardwalk Empire]]''||.||Ku Klux Klan||.||2010-Present&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Machine Gun]]&lt;br /&gt;
&lt;br /&gt;
===Video Game===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Game Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Appears as'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;100&amp;quot;|'''Release Date'''&lt;br /&gt;
|-&lt;br /&gt;
|''[[Desperados: Wanted Dead Or Alive]]''||Gatling Gun ||Anachronistic. ||2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Red Dead Redemption]]'' || &amp;quot;Browning Gun&amp;quot; ||  || 2010&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kulspruta M/1936==&lt;br /&gt;
[[file:Swedishkulsprutam1936.jpg|thumb|right|400px|Kulspruta M/1936 -  6,5 × 55 mm.]]&lt;br /&gt;
[[file:Swedishkulsprutam193656.jpg|thumb|right|400px|Another view of the Swedish Kulspruta m1936.]]&lt;br /&gt;
[[file:Swedishdoublekulsprutam1936antiairr.jpg|thumb|right|400px|This is the 8mm double anti-aircraft configuration.]]&lt;br /&gt;
&lt;br /&gt;
The Swedish adopted a version of the M1917 under the name &amp;quot;Kulspruta M/1936&amp;quot;. The M/1936 was converted into the (then) standard 6.55mm, but the anti-aircraft version used the 8 × 63 mm Bofors (ptr m/32). In the 1970's the remaining M/1936 were converted to the 7,62 × 51 mm NATO.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;320&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;180&amp;quot;|'''Actor'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;200&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| ''[[The Callup]]'' ||  ||  ||  || 1979&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
* [[Browning Arms Company]] - A list of all firearms manufactured by Browning. &lt;br /&gt;
[[Category:Gun]]&lt;br /&gt;
[[Category:Machine Gun]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Browning_M1917&amp;diff=907279</id>
		<title>Talk:Browning M1917</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Browning_M1917&amp;diff=907279"/>
		<updated>2015-04-02T23:34:38Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* The Kulsprata */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Kulsprata ==&lt;br /&gt;
Has the Kulsprata been in any movies? I'm confused why there's this little segment about it on this page yet there hasn't been a movie or anything that could justify it being there. [[User:PaperCake|PaperCake]] 22:07, 3 March 2015. (EST)&lt;br /&gt;
&lt;br /&gt;
:Who knows, this could have the &amp;quot;won't appear in anything until you talk about it&amp;quot; curse the [[HS Produkt VHS]] had and will show up in the next Swedish-produced World War II film. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 00:32, 1 April 2015 (EDT)&lt;br /&gt;
::All you have to do is click on the image to see where it is used. And is has been in a [[Callup, The|movie]]. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 01:11, 1 April 2015 (EDT)&lt;br /&gt;
:::even more hilarious than the vhs [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 19:34, 2 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Browning_M1917&amp;diff=906856</id>
		<title>Talk:Browning M1917</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Browning_M1917&amp;diff=906856"/>
		<updated>2015-04-01T04:32:04Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* The Kulsprata */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Kulsprata ==&lt;br /&gt;
Has the Kulsprata been in any movies? I'm confused why there's this little segment about it on this page yet there hasn't been a movie or anything that could justify it being there. [[User:PaperCake|PaperCake]] 22:07, 3 March 2015. (EST)&lt;br /&gt;
&lt;br /&gt;
:Who knows, this could have the &amp;quot;won't appear in anything until you talk about it&amp;quot; curse the [[HS Produkt VHS]] had and will show up in the next Swedish-produced World War II film. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 00:32, 1 April 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=902239</id>
		<title>Talk:Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Payday_2&amp;diff=902239"/>
		<updated>2015-03-17T00:53:47Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* New Over-Under Shotgun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started ==&lt;br /&gt;
Well I'm not the best at coding but I just wanted to get this page started. Anyone is free to help. --[[User:eelikay|eelikay]] 10:23, 2 August 2013 (CDT)&lt;br /&gt;
:Gimmie some time, I can get default screenshots for most every beta game. --[[User:Dannysaysnoo|Dannysaysnoo]] 00:34, 3 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
==Not a Heat reference==&lt;br /&gt;
&lt;br /&gt;
Just because the game has a 733, doesn't mean it's a reference to Heat. Also it isn't even using the curved 30 round magazine. It's like a badly rendered stretched 20 round mag like in COD Black Ops. Also Payday 2's 733 also has a modern M4 3rd gen stock and A2 rear sight while the 733 in Heat had a gen 2 stock and an A1 rear sight. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:17, 3 August 2013 (EDT)&lt;br /&gt;
:I guess they add the 20 round mag as a balancing thing. The stock and sight differences are odd, would that change the model? Also, I can't show you it yet, as the beta hasn't opened up that far, but it also seems like the game has the [[FN FNC]], if menu art is anything to go by. That is most certainly a Heat reference, and the developers have already stated it was an influence on the game. [[user:Dannysaysnoo|Dannysaysnoo]] 11:27, 3 August 2013 (GMT)&lt;br /&gt;
::It's really moot point since we're just robbing banks in a modern setting, so I'd use a more contemporary weapon than a design that's a bit dated. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:28, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The AUG is MASR STG ? ==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
AUG's Magazine is not original. Do This Made MASR ? Assuming this is MASR made​​ AUG ? - [[User:KINKI'boy|KINKI'boy]] ([[User talk:KINKI'boy|talk]]) 13:46, 3 August 2013 (JST)&lt;br /&gt;
:Looks like a Magpul PMAG, as for the rifle, it's not uncommon for game devs to model their guns off of airsoft or civilian versions of guns. So it could be a MASR STG instead of a true AUG, I don't know how to tell.--[[User:Crazycrankle|Crazycrankle]] ([[User talk:Crazycrankle|talk]]) 09:46, 3 August 2013 (EDT)&lt;br /&gt;
::Also the foregrip is the KAC vertical grip instead of the folding grip [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:29, 3 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== All beta weapons added ==&lt;br /&gt;
&lt;br /&gt;
That's every single weapon from the beta capped, and added. [[user:Dannysaysnoo|Dannysaysnoo]] 17:27, 3 August 2013 (GMT)&lt;br /&gt;
:You can't access the P90 or HK416 in the beta? There are silhouettes for them on the second pages of primary and secondary weapons.[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]]) 17:28, 4 August 2013 (EDT)&lt;br /&gt;
::No, you can't. The level cap is 30. The only weapons not on the page are the FN FNC, at 33, the M16A2, at 39, A double barrel shotgun at 39, the P90 at 36, and the Deagle at 36. (Those are just guesses as to what they are. They might be slightly different once I see the 3D models. [[user:Dannysaysnoo|Dannysaysnoo]] 01:40, 4 August 2013 (GMT)&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
I think we should use view mode for the majority of the screen shots. The models have more detail than thirdperson and you can see more of it than in first person&lt;br /&gt;
ex: http://imageshack.us/a/img203/7945/0tfc.jpg&lt;br /&gt;
(This is just a photo since I can't screenshot on a PS3 and don't have a computer version of the game)&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 17:31, 21 August 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapon Variants ==&lt;br /&gt;
&lt;br /&gt;
So I was thinking the gun customization in this game means a lot of guns have different variants that are worthy of article mention- here's what I've found:&lt;br /&gt;
&lt;br /&gt;
CAR-4 (M4A1- furniture mods can turn it into a LR300.&lt;br /&gt;
&lt;br /&gt;
UAR (AUG A2)- A3 forend mod.&lt;br /&gt;
&lt;br /&gt;
M308 (M14)- Jae 100 chassis, the EBR chassis is already shown in the article.&lt;br /&gt;
&lt;br /&gt;
Ak5- FNC handguard and Ak5C stock + forend, no ability to give it a proper &amp;quot;C&amp;quot; carbine barrel though.&lt;br /&gt;
&lt;br /&gt;
AMR-16 (M16A4)- can get the A1 handguard.&lt;br /&gt;
&lt;br /&gt;
Compact 5 (MP5)- the MP5K can be unlocked for use in addition to being used in the Sentry gun.&lt;br /&gt;
[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 13:53, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
This ist LR 300 ??&lt;br /&gt;
[[File:Payday2 lr300 previu 1.jpg|thumb|none|600px|Lr300 ???]]&lt;br /&gt;
--[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 14:17, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree with mentioning this in the main article. I have also found that the Colt Model 733 is turned into a Colt Model 933 if attaching an optical sight. --[[User:RaNgeR|RaNgeR]] ([[User talk:RaNgeR|talk]]) 14:37, 13 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Finish==&lt;br /&gt;
&lt;br /&gt;
Article finished. Make any other screenshots? --[[User:Mateogala|MTOOO]] ([[User talk:Mateogala|talk]]) 11:01, 15 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Anyone know what rifle this is? ==&lt;br /&gt;
&lt;br /&gt;
[[File:Payday2SR.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
This is the picture from the sniper asset you can buy on Watchdogs day 2. Anyone know what rifle he's carrying? Looks like a Remington 700 variant, but I'm having trouble identifying the specific model.--[[User:Lynx|Lynx]] ([[User talk:Lynx|talk]]) 12:09, 12 October 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DLC weapons ==&lt;br /&gt;
&lt;br /&gt;
A DLC has been released including 3 new guns and in two days another DLC will release adding yet another 3 new guns. So if anyone feels inclined to properly identify the real life models and add screenshots, I would appreciate it. I would do so myself but having played the game all my guns are heavily customized at this point. &lt;br /&gt;
&lt;br /&gt;
Armored Transport DLC includes a SIG 551-A1 SBR (From what I can tell, might be a different model), a Walther PPK and a Carl Gustav M/45 sub machine gun (Which is erroneously stated to be .45 cal on the DLC page).&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/armoredtransport/&lt;br /&gt;
&lt;br /&gt;
The DLC to be released will include a FN SCAR-H, a HK MP7 and a handgun I can't identify. &lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/gageweaponpack01/ &lt;br /&gt;
&lt;br /&gt;
- [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
The unidentified handgun seems to be a Sig Sauer P226.&lt;br /&gt;
&lt;br /&gt;
I've started uploading screenshots of the weapons in the first DLC. Won't be uploading any for the second pack, as I have no intent of buying it right now. Would appreciate it if someone wrote some&lt;br /&gt;
descriptions and correctly identify the Sig Sauer model. - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got both DLCs so I'll upload the screencap a when I get the chance. [[User:Kona|Kona]] ([[User talk:Kona|talk]]) 11:46, 28 December 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
The most recent update (Death Wish) added a new difficulty and in that difficulty, we have two more weapons featured in the hands of NPCs (The guns are currently unavailable to players). The guns being the HK UMP and the Benelli M4 (Which seems to be based on the H2O model, but with a solid instead of a telescoping stock). Both seen featured here:&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=e8CMPB03-pw&amp;amp;feature=player_detailpage#t=45 - [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
&lt;br /&gt;
Another DLC pack incoming - 3 sniper rifles to add to the arsenal, all featured in this video: &lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=sNs9yQcc5ew&lt;br /&gt;
&lt;br /&gt;
Pictures and in-game names are scheduled to be revealed tomorrow. So far though, I've identified one of them as a Barret M95. [[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]])&lt;br /&gt;
:Looks like the other two are the Blaser R93 LRS2 and a Remington 700 with verious chassis mods (wooden M40A5 and MSR, it looks like). Barret seems weirdly semi auto.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 17:24, 6 May 2014 (EDT)&lt;br /&gt;
&amp;quot;Barret seems weirdly semi auto.&amp;quot;. Well, it is a video game bolt action rifle. I think the limited FOV cuts off the actual bolt operation animation. If you look closely, you can see that the right hand isn't holding the grip after shooting (At about 26,5s in the video). --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 20:53, 6 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am very lazy. I apologize for that. Anyway, I uploaded inventory screenshots of the shotguns from the &amp;quot;Gage Shotgun Pack&amp;quot; DLC. --[[User:Mutant1988|Mutant1988]] ([[User talk:Mutant1988|talk]]) 03:13, 4 September 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== MP5A2/A3/KN? ==&lt;br /&gt;
&lt;br /&gt;
Now, correct me if I'm wrong, but wouldn't the presence of a burst fire option in the selector make them MP5A4, A5, SD5, SD6 and KA4 respectively? --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:15, 8 June 2014 (EDT)&lt;br /&gt;
:Actually the texture is kinda goofed, the selector has no Safe option, it doesn't have a crossed out white bullet pictogram, instead it has a white Semi pictogram, so technically it has no Safe mode, it just has Semi/Burst/Auto. :\  [[User:Mr. Wolf|Mr. Wolf]] ([[User talk:Mr. Wolf|talk]]) 00:24, 4 July 2014 (EDT)&lt;br /&gt;
[[File:PAYDAY2 weird MP5 fire selector.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
== Missed lots of guns, MP7, and FAL's pic, three new shotguns DLC which include Benelli M4 , STRIKER12, and KSG, anyone wants to work with me? ==&lt;br /&gt;
&lt;br /&gt;
I m newbie, so don't know too much about it.....&lt;br /&gt;
&lt;br /&gt;
== FN FNC ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Belgian Heat&amp;quot; handguard changes the AK5 to a FNC. Could someone in possession of the mod add it on please?&lt;br /&gt;
&lt;br /&gt;
[[User:Kona|Kona]] ([[User talk:Kona|talk]]) 22:14, 21 August 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== PSG-1 from Modded G3? ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that modding Gewehr 3 with DMR Kit, Precision foregrip, grip and stock will create a gun that heavily resembles H&amp;amp;K PSG-1, should it be included in the list?&lt;br /&gt;
and if so, under what category should it be in?, since the ridle is not a proper sniper rifle in game so to speak&lt;br /&gt;
&lt;br /&gt;
Here's the said rifle:&lt;br /&gt;
[[File:2014-10-05 00001.jpg|800px|thumb|none|alt text]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 00:50, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It looks like [[Heckler &amp;amp; Koch SR9TC]].&lt;br /&gt;
[[File:HKSR9TC.jpg|600px|thumb|none|H&amp;amp;K SR9(TC) rifle with tropical forearm and bipod - 7.62x51mm. The TC version has the PSG buttstock as well as the trigger pack.]]&lt;br /&gt;
--[[User:Seganamcofan|Seganamcofan]] ([[User talk:Seganamcofan|talk]]) 10:40, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
It actually uses the original PSG-1 parts so it's not a SR9TC, even though, I'd say it's more a hybrid than other. --[[User:James Dalcan|James Dalcan]]&lt;br /&gt;
&lt;br /&gt;
:That gun is a total mongrel, it is no real G3 variant. Firstly, there is a paddle mag release which rules out the SR9 and PSG-1. The combination of a front sight post and the PSG style handguard might suggest an MSG90A1, however it has a plain barrel, the trigger pack is the original metal type rather than the polymer Navy type used on the MSG90, and the rear sight is a normal diopter rather than the one used on the MSG90. Technically, I would say that it is a G3 fitted with a PSG-1 handguard, butt and trigger shoe, and a plain heavy barrel (it is not the normal PSG-1 one though, it is too short).  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 20:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That is exactly what it is in game, it's essentially G3 modded with PSG-1 parts (possible in reality or not aside), now the question is that is it worth mentioning somewhere in the main article or not, even as Modded variant and another gun itself. --[[User:Pyronite|Pyronite]] ([[User talk:Pyronite|talk]]) 21:27, 5 October 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== John Wick DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL released a new DLC based on [[John Wick]], which added John as a playable character, a Glock 26, three new accessories for the pistols, two new grips for the Glocks, and the ability the dual wield the Glock 26, the Operator, the Beretta 92 (a shout-out to Matrix, perhaps?) and the Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
They added another weapon, a SPAS 12, with it's own sets of mods and all.&lt;br /&gt;
&lt;br /&gt;
== Gage Historic Pack DLC ==&lt;br /&gt;
&lt;br /&gt;
OVERKILL is making a new weapon pack full of WWII era weapons. The weapons are, at least by my guess, to be a MG42, a Mauser C96, either a Sten gun or a Sterling, and a sniper version of the Mosin-Nagant. So apparently with the purchase of the pack, you get to murder cops with an 100 year old handgun. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
: http://overkillsoftware.com/gagehistoricalpack/ [[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 19:18, 11 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
Well, I was close, the weapons in it are an MG42, named the Buzzsaw 42, a Sterling, named the Pratchett L2A1, the C96 is named the Broomstick, and the Mosin 91/30 is named the Mosin-Nagant. Even so, you get to murder cops with WWII-era weaponry. ([[User:PaperCake|PaperCake]])&lt;br /&gt;
&lt;br /&gt;
== Chicago Typewriter ==&lt;br /&gt;
&lt;br /&gt;
A M1928 was added the game to celebrate two million people joining the PAYDAY Steam Group.&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/2million/&lt;br /&gt;
&lt;br /&gt;
Still haven't unlocked any mods since they're dropped in the Payday instead of being unlocked via achievements, but still, it's pretty neat. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 21:22, 4 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== L85 is upcoming , in Clover Character Dlc ==&lt;br /&gt;
&lt;br /&gt;
http://www.overkillsoftware.com/games/thediamond/&lt;br /&gt;
&lt;br /&gt;
== The Bomb Heists DLC Weapons ==&lt;br /&gt;
The HS Produkt VHS-2 and HS Produkt HS2000 40SW model is added on The Bomb Heists DLC. Its named &amp;quot;Lion’s Roar rifle&amp;quot; and &amp;quot;LEO pistol&amp;quot;. --[[User:Seganamcofan|Seganamcofan]]&lt;br /&gt;
&lt;br /&gt;
It's an Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;, actually. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 03:22, 26 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== XDM/HS2000 ==&lt;br /&gt;
&lt;br /&gt;
I'm a bit perplexed by the XDM, since it has the serrations of a XDM, and yet they still went out of their way to label it HS. It appears that Springfield just markets the HS2000 in the US, everything is still manufactured in Croatia. Is there an international version of the XDM that HS sells? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 23:03, 1 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why do the images have the weapons' actual names in quotes? ==&lt;br /&gt;
&lt;br /&gt;
It seems kind of weird having image descriptions that state things like; 'The player holds the &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.' despite the fact that those are the actual names of the weapons. Wouldn't it be more fitting to say; 'The player holds the &amp;quot;CMP&amp;quot;.', or at least remove the quotes? The way that it's set up just really bothers me.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 00:38, 2 February 2015 (EST)&lt;br /&gt;
:It's standard practice to include the name of the actual weapon, and there's nothing wrong with having the alias in quotes. I see nothing wrong here. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:11, 2 February 2015 (EST)&lt;br /&gt;
:: Well, I gotta admit seeing the quoted weapon name on almost every in-game thumbnail does look a bit annoying, not to mention a wee bit redundant perhaps. But as said, there's nothing actually wrong with it. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 13:04, 2 February 2015 (EST)&lt;br /&gt;
::Oh, you mean in the captions. Yes, that's a bit annoying. I wouldn't object if someone took them out. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:44, 2 February 2015 (EST)&lt;br /&gt;
:::I think it's an artifact of Mateogala not really speaking English, he puts the in-game weapon name in quotes I guess because he saw a page where that was done with a fictional or hybrid weapon. If anyone's doing a find / replace for that, could they also swap &amp;quot;player&amp;quot; for &amp;quot;player character?&amp;quot; That one always bugs me, the player isn't the guy in the game. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:55, 2 February 2015 (EST)&lt;br /&gt;
::::Yeah, I was referring to the captions, should've been a bit more concise. There's nothing inherently wrong with it, it's just ever so slightly bothersome to me personally. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 22:18, 3 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== We are getting a Minigun and AT4 ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=EWpeEe6qxHc    But one thing confuse me is in the video, it shows an AT4, but in store page, the introduction says it's RPG.&lt;br /&gt;
&lt;br /&gt;
== We are going to get a MAC 11 ==&lt;br /&gt;
&lt;br /&gt;
http://media.overkillsoftware.com/2015/02/hlm2_jacket_gun_screen.png    &lt;br /&gt;
&lt;br /&gt;
Unlock it through purchase Hotline Miami 2 digital pack on March 10.&lt;br /&gt;
&lt;br /&gt;
It's a MAC 11, right?&lt;br /&gt;
&lt;br /&gt;
Looks more like a Cobray M11/9. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 18:07, 25 February 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== OVERKILL DLC ==&lt;br /&gt;
&lt;br /&gt;
The weapons have been announced for the DLC. They are a handheld M134 Minigun and an RPG-7. This is gonna be fun. [[User:PaperCake|PaperCake]] 12:29, 6 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== M134 Barrels ==&lt;br /&gt;
&lt;br /&gt;
The article mentions that they don't move, but they actually do, at least with the short and Vulcan-esque barrels. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:21, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Okay, I just checked, the default and Aerial Assault barrel definitely move, but I'm still not sure about the short ones, I have no money in game at the moment, so I can't check right now. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 09:40, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
I just read a lot of people saying they didn't spin on the forums and reddit, I didn't actually check myself. I just watched a video and they were spinning in first person, so maybe they just don't spin in 3rd person or maybe those people were wrong. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:25, 7 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
After some testing, I managed to find out that if your game is running at 30, 60 or 120 FPS the barrels appear to not rotate due to the monitor not being able to actually register the spin before it refreshes. In 45, 50, 75, and 135 the barrel jumps around, but some rotation can be seen. So in conclusion, yeah, they do spin. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:01, 8 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you know if the 3rd person model spins as well? [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 14:44, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=_hS6h4NTd3w&amp;amp;feature=youtu.be  --[[User:Mateogala|Grrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr]] ([[User talk:Mateogala|talk]]) 17:26, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have a feeling this might be the same optical illusion that causes car wheels to stop spinning or rotate backwards: if the barrels are in the same position every time the screen refreshes, the minigun will appear to not be turning even though it actually is. The reason it appears to be totally stopped is the lack of motion blur on them, I think. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:33, 8 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: If I knew how to record at around 600-1200 FPS (Which can be done) I could make a video showing the barrels rotating. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 01:00, 9 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've seen videos of first person showing them spinning (I don't have enough to buy the weapon myself yet.) What I'm asking is if the 3rd person model spins as well. Payday 2 (like lots of games) has separate models for first person and 3rd person, the 3rd person models are significantly lower quality and the animations for them are less precise (look at this mod that replaced the 3rd person models with the 1st person ones to see https://steamcommunity.com/app/218620/discussions/15/558754900072790886). The only person I saw using the minigun ingame only had it for a few seconds and I didn't get a chance to see if the barrels spun in 3rd person. Regardless I removed the part about them not spinning, but may add a note if they don't spin in 3rd person. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 13:16, 9 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
==P30L?==&lt;br /&gt;
I'm thinking of buying this game since it's on sale on Steam (along with it's ludicrous amount of DLC). BUT, didn't Overkill really add H&amp;amp;K P30Ls with the John Wick update? I was kinda hoping I'd see them in the game. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 08:10, 10 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
They added a Glock 26 (Chimano Compact) with John Wick as his signature gun. [[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 10:03, 10 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
There isn't a P30L in the game, but there are pistols in the game that you can mod to look similar to it, like the USP (Interceptor .45 in game) with either the Facepunch Compensator or the Match slide, the Signature .40 (SIG P226) modified with the Facepunch compensator also looks similar, then the Chimano Custom (Glock 22C) kinda sorta but not really looks like it with the Facepunch again.  But your best bet would be the Interceptor .45[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 22:34, 12 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I got the game a couple of days ago. I'm fine with the USP Expert, but they are not the same as P30Ls. Oh, and I've never been a fan of modifying my weapons in games, and I haven't modified the Expert yet. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 04:53, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Modifying most of your guns to be useful is a pretty key feature in PayDay 2. Most of the weapons are not at their highest capability stock, and some of them are even detrimental as so. It does suck at times, because you often have to make your gun look ridiculously stupid in order for it to be useful, but that's just the way the game works. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 06:49, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I know, right. I've played the first one, which honestly felt a bit frustrating at times (partially because every enemy took almost 15+ rounds to kill depending on the weapon), and the Payday 2 beta. This one is less frustrating. I'm currently using the SCAR-H and the Expert, or the 1911, 'cause they take only a couple of shots to kill the enemies (well, cops, let's be honest) even without any modifications. --[[User:Warejaws|Warejaws]] ([[User talk:Warejaws|talk]]) 07:31, 13 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Over-Under Shotgun ==&lt;br /&gt;
&lt;br /&gt;
[[File:PD2-OU-Side.jpg|thumb|500px|none|]]&lt;br /&gt;
[[File:PD2-OU-Front.jpg|thumb|500px|none]]&lt;br /&gt;
&lt;br /&gt;
Introduced with (free) Bonnie character pack March 13th. A 12 Gauge Over-Under. Anyone know what kind? I think a Beretta, but not sure.[[User:S3anyBoy|S3anyBoy]] ([[User talk:S3anyBoy|talk]]) 20:28, 16 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Beretta 682 Gold E. [[User:Hi, My Name Is GameZone|Hi, My Name Is GameZone]] ([[User talk:Hi, My Name Is GameZone|talk]]) 20:53, 16 March 2015 (EDT)&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=900575</id>
		<title>Payday 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Payday_2&amp;diff=900575"/>
		<updated>2015-03-13T03:49:57Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* HS Produkt VHS-2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Payday 2.&lt;br /&gt;
|picture = Payday2 pc box.jpg&lt;br /&gt;
|caption =  PC Boxart&lt;br /&gt;
|series= [[Payday (disambiguation)|Payday]]&lt;br /&gt;
|date= 2013&lt;br /&gt;
|developer=Overkill Software&lt;br /&gt;
|platforms=PC, PS3, X360, PSN&lt;br /&gt;
|publisher= 505 Games&lt;br /&gt;
|genre=First-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Payday 2''' is the sequel to [[Payday: The Heist]]. As with the first game, players may join up to three others in a spree of robberies and other heists to earn money. Payday 2 noticeably features many changes from the first game, among other things the new skill tree. Each of the five trees (the '''Mastermind''', '''Enforcer''', '''Technician''', '''Ghost''', and '''Fugitive''') focuses on differing specializations, though unlike the first game do not grant new weapons for level ups (aside from special examples like the portable saw). Weapons are instead unlocked to purchase by leveling up, which now is done with experience points instead of money. Money is used to buy new weapons, modifications, and masks, though it is divided between a player's &amp;quot;Offshore Account&amp;quot; (which comprises 80% of the money they earn in a heist) and spending cash (the other 20%), and only the spending cash can be used to buy weapons and addons.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Payday 2'''''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview= &lt;br /&gt;
&lt;br /&gt;
The game operates with the heister moving in with 2 weapons, and 2 weapons only. A primary and a secondary. Primaries consist of assault rifles, shotguns, and marksman rifles. Secondaries consist of pistols, machine pistols, and bizarrely, a few chopped down variants of some shotguns and assault rifles. Players can take ammo from enemies, but not weapons, ala [[SWAT 4]] and other such tactical shooters.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own customization options, though some like the Glock 17 barely have any and others like the M4A1 may have much more than others. In addition to shared items like suppressors, weapons also have their own sets of unique addons, such as extended magazines or different finishes or grips. Mods can be removed from these weapons for no charge, and the mod in question will not be lost, merely returned to the player's inventory. However, re-adding it will again requires money.&lt;br /&gt;
&lt;br /&gt;
In addition to this, owners of the Gage Weapon Pack #1 DLC will be allowed to change the firing mode between fully automatic and semi-automatic on all applicable weapons, and unlock access to special addons that enable locking a weapon permanently in one fire mode. Owners of the Gage Weapon Pack #2 DLC will also have access to the machine guns as well as new knives. Owners of the Gage Mod Courier DLC will also be able to unlock a special set of modifications that are otherwise unobtainable. As a bonus, the pack also comes with extra reticles and colors for all sights, though players without the DLC will still be able to use all the colors and a few of the new reticles. In addition, every weapon DLC pack since (and a few heist DLCs) have had even more new guns and melee weapons, and have begun to lock weapon addons to specific achievements rather than random drops. Finally, a noteworthy addition from the Gage Shotgun Pack DLC is the option to use different shell types for any of the game's shotguns&lt;br /&gt;
&lt;br /&gt;
As a final addition, starting with the October 22, 2014 patch, players with a specific skill set are also allowed to replace their primary with two dual-wielded pistols, though this obviously comes with penalties to aiming and recoil and can currently can only be done with a few pistols. Dual-wielding can be done by any player with enough perks in the Hitman perk deck unlocked, or by players who have the Akimbo skill from the Fugitive tree&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS Centurion==&lt;br /&gt;
The [[Beretta 92 pistol series#Beretta 92FS Centurion|Beretta 92FS Centurion]] appears as the &amp;quot;Bernetti 9&amp;quot; and is unlocked at reputation level 6, and has an incorrect 14-round magazine. Presently, it is one of the four pistols that can be dual-wielded. The name &amp;quot;B9-S&amp;quot; is visible on the slide, as a nod to the pistol's name from the first Payday&lt;br /&gt;
[[file:Beretta92Centurion.jpg|thumb|350px|none|Beretta 92FS Centurion - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion&amp;quot;.]]&lt;br /&gt;
===Beretta 92FS Centurion Akimbo===&lt;br /&gt;
[[File:Payday2 Beretta 92FS Centurion akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Beretta 92FS Centurion akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Beretta 92FS Centurion Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet TP9-US==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet TP9|Brügger &amp;amp; Thomet TP9-US]] is unlocked at reputation level 19 and is known as the &amp;quot;CMP.&amp;quot; It holds 30 rounds in a 20 rounds magazine. Some time after release, the TP9 was given a stubby foregrip&lt;br /&gt;
[[file:B&amp;amp;T TP9.jpg|thumb|350px|none|Brügger &amp;amp; Thomet TP9-US - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Brügger &amp;amp; Thomet TP9-US -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Brügger &amp;amp; Thomet TP9-US -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Brügger &amp;amp; Thomet TP9-US -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Brügger &amp;amp; Thomet TP9-US -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Brügger &amp;amp; Thomet TP9-US -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Brügger &amp;amp; Thomet TP9-US -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Brügger &amp;amp; Thomet TP9-US -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Brügger &amp;amp; Thomet TP9-US -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Brügger &amp;amp; Thomet TP9-US -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Brügger &amp;amp; Thomet TP9-US&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] appears in-game as the &amp;quot;Chimano 88 Pistol&amp;quot;. It is the default secondary weapon, and is rather weak though holds a fairly large 17-round magazine. Originally it could only use one of three suppressors, though a few more compatible parts have been added in patches&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 Generation 3 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 17 Gen 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 17 Gen 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 17&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C Generation 3==&lt;br /&gt;
The [[Glock 18|Glock 18C Generation 3]] is unlocked at reputation level 29 and, as in the first game, is known as the &amp;quot;STRYK 18c.&amp;quot; It still features a high rate of fire, low power, and low accuracy and comes with a 20-round magazine and tan frame and slide.  Notably, it is one of 3 select-fire capable guns in the game that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:Glock18c_01-1-.jpg|thumb|none|350px|Glock 18C Generation 3 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 18C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 18C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 18C Generation 3&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 22C Generation 3==&lt;br /&gt;
The [[Glock 22|Glock 22C Generation 3]] appears as a new gun added in the Election Day update (3/20/2014) and is named the &amp;quot;Chimano Custom&amp;quot;, with the website render marking it as a .40 S&amp;amp;W model. It has a default magazine of 16 rounds and can be modified in most of the same ways as the Glock 18. It has a unique red front sight and a flared magazine well and an identical-colored frame to the Glock 18C. The Custom becomes a Glock 35 if equipped with the Long Slide modification&lt;br /&gt;
[[File:Glock22.jpg|thumb|none|350px|Glock 22C Generation 3 - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 22C Generation 3 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 22C Generation 3 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 22C Generation 3&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 26==&lt;br /&gt;
The [[Glock 26]] appears as a new gun added in the John Wick update (10/22/2014) and is named the &amp;quot;Chimano Compact&amp;quot;. It correctly holds 10 rounds and presently is one of the four pistols that can be dual-wielded&lt;br /&gt;
[[file:Glock 26.jpg‎|thumb|none|350px|Glock 26 subcompact Pistol - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Glock 26 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Glock 26 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 26&amp;quot;.]]&lt;br /&gt;
===Glock 26 Akimbo===&lt;br /&gt;
[[File:Payday2 Glock 26 akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Glock 26 akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Glock 26 Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Glock 26 akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Glock 26 Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Glock 26 akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Glock 26 Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Tactical|Heckler &amp;amp; Koch USP Tactical]] appears as the &amp;quot;Interceptor .45&amp;quot; and is automatically unlocked for purchase by joining the Payday 2 Official Steam Group. It is decently powerful and holds a 13-round magazine.&lt;br /&gt;
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Tactical - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Tactical -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Tactical&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Expert==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Expert|Heckler &amp;amp; Koch USP Expert]] is used if the USP Tactical is equipped with the Expert Slide modification. &lt;br /&gt;
[[file:HK-USP expert.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Expert - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Expert -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Expert&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Match==&lt;br /&gt;
The [[USP#Heckler_.26_Koch_USP_Match|Heckler &amp;amp; Koch USP Match]] is used if the USP Tactical is equipped with the Match Slide modification. This noticeably changes the color of the USP's slide and darkens the frame slightly&lt;br /&gt;
[[file:H&amp;amp;K-USP-Compensator.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Match - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch USP Match -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch USP Match -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch USP Match&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;==&lt;br /&gt;
The [[Springfield Armory XD#Springfield Armory XDM|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;]] appears as the LEO pistol as part of the Butcher DLC along with the VHS rifle.Initially a Croatian design (as the HS2000), it has an 19-round magazine, which is correct for the 9mm version.The markings are inconsistent however, showing on the slide that the chambering is .40 S&amp;amp;W, but the ejection port markings show that is chambered for .45 ACP.&lt;br /&gt;
[[file:XDM-45.jpg‎|thumb|350px|none|Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt; -.45 ACP with 4.5 inch barrel.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory XDM menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory XDM variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory XD&amp;lt;sup&amp;gt;M&amp;lt;/sup&amp;gt;&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The [[Desert_Eagle#Desert_Eagle_Mark_XIX|IMI Desert Eagle Mark XIX]] appears under its popular nickname of &amp;quot;Deagle&amp;quot; and is unlocked at reputation level 36. It is exceptionally powerful and holds an incorrect 10-round magazine. It is one of the four pistols that can be dual-wielded&lt;br /&gt;
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX&amp;quot;.]]&lt;br /&gt;
===IMI Desert Eagle Mark XIX Akimbo===&lt;br /&gt;
[[File:Payday2 Desert Eagle Mark XIX akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Desert Eagle Mark XIX akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Desert Eagle Mark XIX Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
The [[Intratec TEC-9]] appears as the &amp;quot;Blaster 9mm&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 20 rounds by default&lt;br /&gt;
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Intratec TEC-9 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec TEC-9 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec TEC-9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec AB-10==&lt;br /&gt;
The [[Intratec AB-10]] is used if the TEC-9 is equipped with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:IntratecAB10Black.jpg‎|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Intratec AB-10 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Intratec AB-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Intratec AB-10&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 &amp;quot;Broomhandle&amp;quot;==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 &amp;quot;Broomhandle&amp;quot;]] appears as the &amp;quot;Broomstick&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. The &amp;quot;Broomstick&amp;quot; has a rather high damage, but is hindered by its 10 round magazine.&lt;br /&gt;
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mauser C96 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1-mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 &amp;quot;Broomhandle&amp;quot;&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser C96 carbine \ Mauser C96 &amp;quot;Broomhandle&amp;quot; Hybrid==&lt;br /&gt;
The [[C96#Mauser_C96_.22Broomhandle.22|Mauser C96 carbine]] appears if the &amp;quot;Broomstick&amp;quot; is modified with the Precision Barrel and Holster Stock.&lt;br /&gt;
[[file:C96carbine.jpg|thumb|350px|none|Mauser C96 carbine - 7.63x25mm Mauser]]&lt;br /&gt;
[[file:C96STOCK.jpg|thumb|350px|none|Mauser C96 &amp;quot;Broomhandle&amp;quot; - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mauser C96 carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mauser C96 carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mauser C96 carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
The [[SIG-Sauer P220 pistol series#SIG-Sauer P226|SIG-Sauer P226R]] appears as the &amp;quot;Signature .40&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. In-game it does the same amount of damage as the Crosskill(Springfield Armory 1911 Lightweight Operator), but most, if not all, of its stats are better compared to the Crosskill. By default, the P226 holds 12 rounds and its extended magazine unusually has no concealment penalty (unlike those for most weapons)&lt;br /&gt;
[[file:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm, The one in-game is a .40 S&amp;amp;W model]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 SIG-Sauer P226R -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 SIG-Sauer P226R -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;SIG-Sauer P226R&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory 1911 Lightweight Operator==&lt;br /&gt;
The [[Springfield Armory 1911 Series|Springfield Armory 1911 Lightweight Operator]] is unlocked at reputation level 2, and is much more customizable than the starting Glock. It is named the &amp;quot;Crosskill&amp;quot; as it was in the first game and has an incorrect 10-round magazine. It is one of the four pistols that can be dual-wielded&lt;br /&gt;
[[File:Springfield Armory 1911 Lightweight Operator.jpg|thumb|none|350px|Springfield Armory 1911 Lightweight Operator - .45 ACP.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator&amp;quot;.]]&lt;br /&gt;
===Springfield Armory 1911 Lightweight Operator Akimbo===&lt;br /&gt;
[[File:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Springfield Armory 1911 Lightweight Operator akimbo -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory 1911 Lightweight Operator Akimbo&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Raging Bull==&lt;br /&gt;
The [[Taurus Raging Bull]] returns from the first Payday, again known as the &amp;quot;Bronco .44&amp;quot; but now featuring its full-length barrel by default. It holds 6 rounds and is unlocked at reputation level 6, and is massively powerful. As of a recent patch, street cops can use this devastating weapon. It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist&lt;br /&gt;
[[file:Pistol Brazilian Taurus Raging Bull .44 magnum ported revolver.jpg|thumb|none|350px|Taurus Raging Bull - .44 Magnum.]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Taurus Raging Bull -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus Raging Bull -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus Raging Bull&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
The [[Taurus 4510PLYFS]] was added to the game as a Crimefest community milestone reward, for having 1 million members in the Payday 2 Steam group. It shoots the .410 Bore and holds 5 shells, and is classed by the game as a shotgun, so handgun skills have no effects on it. Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the space between the barrel and cylinder&lt;br /&gt;
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/45 Long Colt]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Taurus 4510PLYFS -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Taurus 4510PLYFS -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Taurus 4510PLYFS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PP|Walther PP]] is seen if the PPK is equipped with it's Long Slide modification&lt;br /&gt;
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Walther PP&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Walther PP&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Walther PP&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Walther PP&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Walther PP&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Walther PP&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PP -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Walther PP&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available for purchase with the Armored Transport DLC and is known as the &amp;quot;Gruber Kurz&amp;quot; pistol. It is fairly weak but easy to conceal and incorrectly holds 14 rounds.&lt;br /&gt;
[[file:Waltherppk32acp.jpg|thumb|350px|none|Walther PPK - .32 ACP.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Walther PPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Walther PPK&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Carl Gustav M/45==&lt;br /&gt;
The [[Carl Gustav M/45|Carl Gustav M/45]] is named the &amp;quot;Swedish K SMG&amp;quot; in game and holds a 40-round magazine, though is inaccurate and carries only 80 total rounds. It is available for purchase to anyone who owns the Armored Transport DLC.&lt;br /&gt;
[[file:Kp m45b.jpg|thumb|350px|none|Swedish K / Carl Gustav M45 Submachine Gun - 9x19mm‎.]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Carl Gustav M45 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Carl Gustav M45 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Carl Gustav M/45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
The [[MAC-10#Cobray M11/9|Cobray M11/9]] appears as the &amp;quot;Jacket's piece&amp;quot; and is unlocked for purchase by buying the Jacket Character Pack. It holds 32 rounds and has a foregrip.&lt;br /&gt;
[[file:M11SMG.jpg|thumb|none|350px|SWD M11/9 SMG with folding stock - 9x19mm]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- Cobray M119 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- Cobray M119 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Cobray M11/9&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN_P90#P90_TR|FN P90 TR]] appears as the &amp;quot;Kobus 90&amp;quot; and is unlocked at reputation level 36. It has the highest magazine size of any secondary, though only carries two magazines total and it has only one unique accessory&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|350px|FN P90 TR - 5.7x28mm.]]&lt;br /&gt;
[[File:Payday2 FN P90 TR -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 FN P90 TR -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN P90 TR -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN P90 TR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN PS90==&lt;br /&gt;
The [[FN_P90#PS90|FN PS90]] is used when the P90 is equipped with the Long Barrel modification.&lt;br /&gt;
[[file:PS90 standard black.jpg|thumb|none|350px|FN PS90 - 5.7x28mm.]]&lt;br /&gt;
[[File:Payday2 FN PS90 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 FN PS90 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;FN PS90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;FN PS90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FN PS90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FN PS90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FN PS90&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN PS90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FN PS90 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN PS90&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used only by some NPCs, namely the GenSec Elite SWAT and the Murkywater PMC enemies. It is unavailable for player use at the present time&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Payday2_GenSecElites.jpg|thumb|none|600px|One of GenSec Elite SWAT officer hold UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A4|Heckler &amp;amp; Koch MP5A4]] returns from Payday: The Heist, again known as the &amp;quot;Compact-5&amp;quot; and still in use by some SWAT units. It is unlocked at reputation level 13 and can be changed into various other configurations with modifications. It holds 30 rounds.&lt;br /&gt;
[[file:H&amp;amp;KMP5A4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5A4 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5A4 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A4 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5A4&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5A5|Heckler &amp;amp; Koch MP5A5]] is used if the MP5A4 is equipped with the &amp;quot;Adjustable Stock&amp;quot; modification.&lt;br /&gt;
[[file:H&amp;amp;KMP5A5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A5 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5A5 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5A5&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD5==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5SD|Heckler &amp;amp; Koch MP5SD5]] is used if the MP5A4 is equipped with &amp;quot;The Ninja Foregrip&amp;quot;&lt;br /&gt;
[[file:H&amp;amp;K-MP5SD5.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD5 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1-holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD5 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5SD5&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5SD|Heckler &amp;amp; Koch MP5SD6]] is used if the MP5A4 is equipped with both The &amp;quot;Ninja Foregrip&amp;quot; and the &amp;quot;Adjustable Stock&amp;quot;.&lt;br /&gt;
[[file:H&amp;amp;KMP5SD6.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5SD6 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5SD6&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5KA4]] is used if the MP5A4 is equipped with the &amp;quot;Bare Essentials&amp;quot; stock and &amp;quot;Sehr Kurze Foregrip&amp;quot;, though this version has rails instead of the default grip.&lt;br /&gt;
[[file:MP5KA4.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5A4 - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP5KA4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP5KA4&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5/10 and MP5/40==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler &amp;amp; Koch MP5/10 and MP5/40|Heckler &amp;amp; Koch MP5/10 and MP5/40]] equipped with the Adjustable Stock is used only by Cloaker. Oddly, it seems to make the same sounds as an unsuppressed MP5 despite clearly having a suppressor&lt;br /&gt;
[[Image:Heckler and Koch MP510.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5/10 with 2-round burst trigger group and sound suppressor - 10mm Auto]]&lt;br /&gt;
[[File:Payday2_Cloaker%27sMP540.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2_CloakersMP540_3.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[ MP7 | Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;Spec Ops&amp;quot; and is unlocked for purchase by buying the Gage Weapon Pack #01 DLC. It comes with its 20-round magazine by default&lt;br /&gt;
[[file:MP7A2.jpg‎|thumb|none|350px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch MP7A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch MP7A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi|IMI Uzi]] appears as the &amp;quot;Uzi&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. It holds 30 rounds and has a foregrip&lt;br /&gt;
[[file:Uzi-1.jpg|thumb|none|350px|IMI Uzi with buttstock extended - 9x19mm]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 IMI Uzi -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 IMI Uzi -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;IMI Uzi&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-10==&lt;br /&gt;
The [[MAC-10|Ingram MAC-10]] is known as the &amp;quot;Mark 10&amp;quot; and is unlocked at reputation level 2. It has an incorrect magazine size of 40 rounds in a 20 rounds magazine.&lt;br /&gt;
[[file:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP.]]‎&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Ingram MAC-10 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Ingram MAC-10 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Ingram MAC-10&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
The [[Sa. Vz.61 Skorpion]] appears as the &amp;quot;Cobra&amp;quot; and is unlocked for purchase by buying the Hotline Miami DLC. Its &amp;quot;Extended Magazine&amp;quot; modification is odd, increasing the magazine size from 20 to 40 rounds despite simply being a second magazine attached to the side of the first one&lt;br /&gt;
[[file:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz.61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sa. Vz.61 Skorpion -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sa. Vz.61 Skorpion -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sa. Vz.61 Skorpion&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L2A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L2A1]] appears as the &amp;quot;Patchett L2A1&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It also holds an incorrect 20 bullets in standard magazine, but the weapon is the most powerful SMG.&lt;br /&gt;
[[file:SterlingSMG.jpg|thumb|none|350px|Sterling Mk. IV Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sterling L2A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L2A1 -hd1- variant 3.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L2A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sterling L34A1==&lt;br /&gt;
The [[Sterling SMG|Sterling L34A1]] is used if the Sterling L2A1 is equipped with the &amp;quot;Supressed Barrel&amp;quot; modification. Like the Sterling L2A1, it incorrectly holds 20 rounds which can be modified to the full 30. &lt;br /&gt;
[[file:Sterling-Patchett-Submachine-Gun.jpg|thumb|none|350px|Sterling L34A1 - 9x19mm]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sterling L34A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sterling L34A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sterling L34A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson M1928A1==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1928.2FM1928A1_Thompson|Thompson M1928A1]] was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.  It is one of 3 select-fire guns (one of two secondaries, alongside the Glock 18) that does not get the fire-mode locking mods.&lt;br /&gt;
[[file:M1928.jpg|thumb|none|350px|Thompson M1928A1 - .45 ACP]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 M1928 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1-reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1928 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Thompson M1928A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles / Battle Rifles=&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5==&lt;br /&gt;
The [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5]] appears as the &amp;quot;AK5&amp;quot; and is unlocked at reputation level 33, and holds 30 rounds. By default its accuracy is exceptional, but its damage is some of the lowest in the assault rifle category&lt;br /&gt;
[[File:AK 5.jpg|thumb|none|350px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Bofors Ak 5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Bofors Ak 5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Bofors Ak 5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Bofors Ak 5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Bofors Ak 5&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Bofors Ak 5 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Bofors Ak 5&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Bofors Ak 5&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors Ak 5C==&lt;br /&gt;
The [[FN_FNC#Bofors_Ak_5_.2F_AK_5C_.2F_AK5D|Bofors Ak 5C]] is used when the AK5 is equipped with the Caesar stock and Karbin Ceres handguard.&lt;br /&gt;
[[File:Ak 5C.jpg|thumb|none|350px|Bofors Ak 5 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5C -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Bofors Ak 5C -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5C -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Bofors Ak 5C&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5C -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Bofors Ak 5C&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5C -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Bofors Ak 5C&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5C -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Bofors Ak 5C&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5C -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Bofors Ak 5C&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Bofors Ak 5C -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Bofors Ak 5C&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Bofors Ak 5C -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Bofors Ak 5C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4/M4A1_Carbine#M4.2FM4A1_Carbine|Colt M4A1]] appears as the &amp;quot;CAR-4&amp;quot; and is unlocked at reputation level 4. Essentially it is an upgrade of the starting Model 733 and features tan flip-up ironsights by default. It is frequently used by law enforcers and holds 30 rounds, without any magazine modifications. The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a different location for mounting a laser pointer. As in the first Payday, this weapon is still used by SWAT Snipers, despite there being more appropriate weapon models available&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|350px|Colt M4A1 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Colt M4A1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M4A1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M4A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A4==&lt;br /&gt;
The [[M16#M16A4_Rifle|Colt M16A4]] with a short barrel appears as the &amp;quot;AMR-16&amp;quot; and is unlocked at reputation level 39. It is shown as an automatic weapon and incorrectly holds 30 rounds in a 20 rounds magazine and 45 rounds in a 30 rounds magazine, and the real M16A4 fires only in three-round bursts or semi-automatic mode. It can be equipped with an M16A1 handguard with the Blast From The Past modification. Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics&lt;br /&gt;
[[file:M16A4Standard.jpg‎|thumb|350px|none|Colt M16A4 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Colt M16A4 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt M16A4 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt M16A4&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[Colt Model 733]], fitted with an A2-style receiver and 6-position stock, is the default primary weapon and appears as the &amp;quot;AMCAR&amp;quot;. It is somewhat weak and holds only 20 rounds, and is outclassed in virtually every way by the unlockable rifles. The carry handle is incorrectly removed when adding other aiming sights.&lt;br /&gt;
[[file:Colt Model 733.jpg‎|thumb|350px|none|Colt Model 733 - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Colt Model 733 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Colt Model 733 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Colt Model 733&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt Model 733 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Colt Model 733&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt Model 733 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Model 733&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt Model 733 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Colt Model 733&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt Model 733 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Colt Model 733&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Colt Model 733 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt Model 733&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Colt Model 733 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Colt Model 733&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[Enfield_L85_rifle_series#L85A2|Enfield L85A2]] was added alongside the ''Clover Character Pack'' as the &amp;quot;Queen's Wrath&amp;quot;.  Notably, it is the only select-fire capable primary (and one of three select-fire guns available in the entire game) that does not get the fire-mode locking mods. By default it holds 30 rounds and has a very long reload time&lt;br /&gt;
[[file:L85A2Iron.jpg|thumb|none|350px|Enfield L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Enfield L85A2 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Enfield L85A2 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Enfield L85A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS#FAMAS_F1|FAMAS F1]] appears as the &amp;quot;Clarion&amp;quot; rifle and is unlocked for purchase by buying the Gage Assault Pack DLC. It incorrectly holds 30 rounds.&lt;br /&gt;
[[file:Famas.jpg|thumb|none|350px|FAMAS F1 - 5.56x45mm. Standard service rifle of the French Forces.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 FAMAS F1 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 FAMAS F1 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS F1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS G1==&lt;br /&gt;
The [[FAMAS#FAMAS_G2|FAMAS G1]] is used if the &amp;quot;G2 Grip&amp;quot; is equipped to the FAMAS F1 (Before Update #37, &amp;quot;G2 Grip&amp;quot; is called &amp;quot;Retro Grip&amp;quot; although the FAMAS G1 is newer model of FAMAS F1). Like FAMAS F1, It incorrectly holds 30 rounds.&lt;br /&gt;
[[file:FAMAS F2.jpg|thumb|none|350px|FAMAS G1 - 5.56x45mm. Older intermediate version of the G2 with magazine and magazine release system from FAMAS F1]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- FAMAS G1 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 holding.jpg|thumb|none|600px|The player holds the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 aim.jpg|thumb|none|600px|The player aims to &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- FAMAS G1 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FAMAS G1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN Herstal FNC==&lt;br /&gt;
Attaching the &amp;quot;Belgian Heat&amp;quot; handguard to the AK5 allows it to impersonate the [[FN_FNC#FN_FNC|FN Herstal FNC]] (although the AK5 charging handle and barrel remain the same).  It is probably a reference to Lt. Vincent Hanna ([[Al Pacino]]) from the movie ''[[Heat]]''.&lt;br /&gt;
[[File:FN_FNC.jpg|thumb|none|350px|FN Herstal FNC - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Payday2_fn_fnc.jpeg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==FN Herstal FAL==&lt;br /&gt;
The [[FN_FAL#FN_FAL|FN Herstal FAL]] appears as the &amp;quot;Falcon&amp;quot; rifle and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. Notably, the FAL was the first weapon to have its accessories linked to DLC achievements rather than random drops&lt;br /&gt;
[[File:FN_FAL_50_00.jpg|thumb|none|350px|FN Herstal FAL - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:FalconRifle1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_fal_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:FalconRifle2.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
[[File:FalconRifle3.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The FAL can become a [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] by the &amp;quot;CQB Foregrip&amp;quot; &amp;quot;Tactical Grip&amp;quot; and &amp;quot;CQB Stock&amp;quot; modification.&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|350px|DSA SA58 OSW - 7.62x51mm NATO.]] &lt;br /&gt;
[[File:FalconRifle4.jpg|thumb|none|600px|Modified Version of the &amp;quot;FN Herstal FAL&amp;quot;.]]&lt;br /&gt;
==IMI Romat==&lt;br /&gt;
Attaching the &amp;quot;Retro Foregrip&amp;quot; to the FAL allows it to impersonate the [[FN_FAL#IMI_Romat|IMI Romat]] (although the FAL buttstock and barrel remain the same). &lt;br /&gt;
[[Image:Fal13-1-.jpg‎|thumb|none|350px|Israeli FAL &amp;quot;Romat&amp;quot; with Wooden Furniture - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL.jpg.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_RomatstyleFAL_2.jpg.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==FN Herstal SCAR-H==&lt;br /&gt;
The [[FN_SCAR#FN_SCAR-H|FN SCAR-H STD]] appears as the &amp;quot;Eagle Heavy&amp;quot; rifle and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a modified stock is used by some Murkywater PMC enemies&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|350px|FN SCAR-H STD - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Payday2scarh.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2fnscarhstd.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Fpsscarhpayday2-2.jpg|thumb|none|600px|First person view.]]&lt;br /&gt;
[[File:Ironsightpayday2scarh.jpg|thumb|none|600px|Aiming down it's iron sights.]]&lt;br /&gt;
[[File:Insertmagscarhpayday2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Pushingboltscarhpayday2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
[[File:Meleescarhpayday2.jpg|thumb|none|600px|Melee.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3]] appears as the &amp;quot;Gewehr 3&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It holds 20 rounds and has a long reload time, and can be made to resemble a PSG-1 with the correct parts&lt;br /&gt;
[[File:G3A3.jpg|thumb|none|350px|Heckler &amp;amp; Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_g3_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_g3.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36C|Heckler &amp;amp; Koch G36C]] is used if the G36KV is equipped with the &amp;quot;Compact Foregrip&amp;quot; modification.&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 HK G36C previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 HK G36C previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 HK G36C holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HK G36C aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HK G36C reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HK G36C reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HK G36C mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[File:HK G36CKV.jpg|thumb|400px|none|Heckler &amp;amp; Koch G36C with attached KV-type buttstock - 5.56x45mm]]&lt;br /&gt;
[[file:Payday2 HK G36C variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
The [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36K|Heckler &amp;amp; Koch G36KV]] appears as the &amp;quot;JP36&amp;quot; and is unlocked at reputation level 16. Holds 30 rounds and is a well-rounded weapon. It is one of three assault rifles with the highest ammo reserve of 180, with the others being the L85A2 and Colt Model 733&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36KV - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch G36KV previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch G36KV previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch G36KV holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch G36KV aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch G36KV reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch G36KV reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch G36KV mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch G36KV variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch G36KV&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-2]] was released as part of the Dragan Character Pack DLC, much like the L85 was part of Clover's DLC. It has a high rate of fire and overall good stats, though it has a long reload time and if unmodified, high recoil.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|350px|HS Produkt VHS-2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 HS Produkt VHS-2 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 holding.jpg|thumb|none|600px|The player holds the &amp;quot;HS Produkt VHS-2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 aim.jpg|thumb|none|600px|The player aims to &amp;quot;HS Produkt VHS-2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;HS Produkt VHS-2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;HS Produkt VHS-2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;HS Produkt VHS-2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;HS Produkt VHS-2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 HS Produkt VHS-2 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;HS Produkt VHS-2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil#Galil 7.62|7.62mm variants of IMI Galil ARM]] appears as the &amp;quot;Gecko 7.62&amp;quot; rifle and is available to purchase for owners of the Gage Assault Pack DLC. It incorrectly holds 30 rounds and is shown with an unusable bipod extended&lt;br /&gt;
[[Image:Galilarm-05.jpg|thumb|none|350px|IMI Galil ARM chambered in 7.62x51mm NATO. Note the thicker, straight box magazine.]]&lt;br /&gt;
[[Image:Payday2_galil_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galil.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil MAR==&lt;br /&gt;
The [[Galil#Galil MAR|7.62mm variants of IMI Galil MAR]] is used if the Galil ARM is equipped with the &amp;quot;CQB Foregrip&amp;quot; and &amp;quot;Skeletal Stock&amp;quot; modification. Like Galil ARM, It incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil_m.jpg|thumb|none|350px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilmar.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galilmar_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil Sniper Rifle==&lt;br /&gt;
The [[Galil#Galil Sniper Rifle|IMI Galil Sniper Rifle]] is used if the Galil ARM is equipped with the &amp;quot;Sniper Foregrip&amp;quot; and &amp;quot;Sniper Stock&amp;quot; modification. Like Galil ARM, It incorrectly holds 30 rounds.&lt;br /&gt;
[[Image:Galil-sniper-1.jpg|thumb|none|350px|Galil Sniper - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Payday2_galilsniper.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_galilsniper_2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMS==&lt;br /&gt;
The [[AKMS|Izhmash AKMS]] appears as the &amp;quot;AK.762&amp;quot; and is unlocked at reputation level 16. Holds 30 rounds and less total ammunition than the AK-74. A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences&lt;br /&gt;
[[file:AKMS.jpg|thumb|none|350px|Izhmash AKMS - 7.62x39mm.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMS previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2IzhmashAKMSreloading2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMS variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKMSU==&lt;br /&gt;
A variant on the [[AKMSU|Izhmash AKMSU]] is unlocked at reputation level 29 and is named the &amp;quot;Krinkov,&amp;quot; the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a secondary weapon, rather than a primary like the other two Kalashnikov rifles.&lt;br /&gt;
[[file:AK-Krinkov.jpg|thumb|none|350px|Izhmash AKMSU - 7.62x39mm.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash AKMSU previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKMSU variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKMSU&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash AKS-74==&lt;br /&gt;
The [[AKS-74|Izhmash AKS-74]] is the second primary weapon unlocked, at reputation level 1. It appears simply as the &amp;quot;AK&amp;quot; and holds 30 rounds.&lt;br /&gt;
[[file:AKS-74.jpg|thumb|none|350px|Izhmash AKS-74 - 5.45x39mm.]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 izhmash AKS-74 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 izhmash AKS-74 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash AKS-74 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash AKS-74&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Olympic Arms K23B Tactical==&lt;br /&gt;
The [[Olympic Arms K23B Tactical]] is named the &amp;quot;Para&amp;quot; and is unlocked at reputation level 19. It comes with a wire collapsible stock as used with the [[M16 rifle series#M231 Firing Port Weapon|M231 FPW]], and a slightly longer handguard that covers the gas block. Holds 25 rounds. Like the M16A4, the gas block disappears if a sight is used. This is more noticeable with the Railed Handguard&lt;br /&gt;
[[file:K23B Tactical.jpg|thumb|none|350px|Olympic Arms K23B Tactical - 5.56x45mm.]]&lt;br /&gt;
[[File:Payday2 Olympic Arms K23B Tactical previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Olympic Arms K23B Tactical previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Olympic Arms K23B Tactical holding.jpg|thumb|none|600px|The player holds the &amp;quot;Olympic Arms K23B Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Olympic Arms K23B Tactical aim.jpg|thumb|none|600px|The player aims to &amp;quot;Olympic Arms K23B Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Olympic Arms K23B Tactical reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Olympic Arms K23B Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Olympic Arms K23B Tactical reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Olympic Arms K23B Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Olympic Arms K23B Tactical mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Olympic Arms K23B Tactical&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Olympic Arms K23B Tactical variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Olympic Arms K23B Tactical&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Olympic Arms K23B Tactical variuant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Olympic Arms K23B Tactical&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Romanian AIMR==&lt;br /&gt;
Attaching the &amp;quot;AK Slavic Dragon Barrel&amp;quot; to the Izhmash AK's and allows it to impersonate the [[AK-47#AIMR|Romanian AIMR]] (although the AKMS stock remain the same).&lt;br /&gt;
[[file:PM md. 90 Krinkov.jpg|thumb|none|350px|AIMR - 7.62x39mm. The original Romanian designation for this rifle is the PM md. 90 cu țeavă scurtă (short barrelled).]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552-2==&lt;br /&gt;
The [[SIG_SG_550#SIG_SG_552|SIG SG 552-2]] appears as the &amp;quot;Commando 553&amp;quot; (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. It Holds 30 rounds. The rifle can be confirmed as a 552-2 by the permanent scope rail and the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series.&lt;br /&gt;
[[File:SIG SG 553-2.jpg|thumb|351px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope. The in-game rifle has a factory handguard. - 5.56x45mm]]&lt;br /&gt;
[[File:2013-12-05_00056.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:2013-12-05_00057.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:2013-12-05_00005.jpg|thumb|none|600px|The player holds the &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:2013-12-05_00006.jpg|thumb|none|600px|The player aims to &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:2013-12-05_00010.jpg|thumb|none|600px|The player reloads &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
[[file:2013-12-05_00013.jpg|thumb|none|600px|Stock attack of the &amp;quot;SIG SG 552&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[M14#Springfield_Armory_M1A_SOCOM_16|Springfield Armory M1A SOCOM 16]] with a McMillan M2A stock appears as the &amp;quot;M308&amp;quot; as in the first Payday. It is semi-automatic by default and holds 10 rounds. Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode&lt;br /&gt;
[[file:M1A-Socom.jpg|thumb|none|350px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO.]]&lt;br /&gt;
[[file:Us m14 dmr 02.jpg|thumb|none|350px|Springfield Armory M14 Designated Marksman Rifle - 7.62x51mm NATO.This stock is very similar to the McMillan M2A.]]&lt;br /&gt;
[[File:Payday2 Custom M14 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Custom M14 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Custom M14 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Custom M14 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield Armory M1A SOCOM_16&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Custom M14 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Custom M14 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Custom M14 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 M1A Socom variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 M1A Socom variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield Armory M1A SOCOM 16&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield M1A SOPMOD==&lt;br /&gt;
The [[M14#Springfield_Armory_M1A_SOCOM_16|Springfield M1A SOPMOD]] is used when the M14 is modified with the Abraham stock.&lt;br /&gt;
[[file:US M14 Mk 14 Mod 0 EBR (Enhanced Battle Rifle).jpg|thumb|none|350px|Mk 14 Mod 0 Enhanced Battle Rifle with spare magazine - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Payday2 Springfield M1A SOPMOD previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Springfield M1A SOPMOD previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Springfield M1A SOPMOD holding.jpg|thumb|none|600px|The player holds the &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield M1A SOPMOD aim.jpg|thumb|none|600px|The player aims to &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield M1A SOPMOD reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield M1A SOPMOD reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Springfield M1A SOPMOD mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 M14 DMR variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Springfield M1A SOPMOD&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is at reputation level 8 and is named the &amp;quot;UAR&amp;quot; (presumably short for Universal Army Rifle). It holds 30 rounds and is rather accurate and powerful. It can be fitted with a railed fore end to make it resemble an AUG A3, but the rifle still lacks the bolt release of an A3.&lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|none|350px|Steyr AUG A2 (Military Version) - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Payday2 Steyr AUG A2 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Steyr AUG A2 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Steyr AUG A2 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Steyr AUG A2 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Steyr AUG A2 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Steyr AUG A2 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Steyr AUG A2 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 aug a2 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Steyr AUG A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Armsel Striker/Protecta==&lt;br /&gt;
The [[Armsel Striker and variants|Armsel Striker/Protecta]]. Named the &amp;quot;Street Sweeper&amp;quot; in-game. Appears to be a hybrid of the Armsel Striker (Drum advance lever) and Protecta (Automatic ejection, shell deflector) with the name of the Cobray Street Sweeper. This weapon was added in the Gage Shotgun Pack DLC. It holds 12 shells&lt;br /&gt;
[[File:Striker.jpg|thumb|none|350px|Armsel Striker]]&lt;br /&gt;
[[File:Armsel Protecta 7 inch.jpg|thumb|none|350px|Armsel Protecta]]&lt;br /&gt;
[[File:Payday2ArmselStrikerRightSide.jpg|thumb|none|600px|&amp;quot;Street Sweeper&amp;quot; Right Side]]&lt;br /&gt;
[[File:Payday2ArmselSttrikerLeftSide.jpg|thumb|none|600px|&amp;quot;Street Sweeper&amp;quot; Left Side]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 NFA==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 NFA]] is used when the M1014 is equipped with the Short Barrel and Collapsed Stock&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|350px|Benelli M4 NFA - 12 Gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Benelli M4 NFA -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 NFA -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Benelli M4 NFA&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 NFA Tactical==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 NFA Tactical]] is used if the M1014 is equipped with the Short Barrel and Solid Stock&lt;br /&gt;
[[File:M4NFATactical.jpg|thumb|none|350px|Benelli M4 NFA Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Super 90]]. Named the &amp;quot;M1014&amp;quot; in-game. First introduced in the Death Wish Update in the hands of some GenSec Elite SWATs, though with a fixed stock. A player-usable version was finally added in the Gage Shotgun Pack DLC. It holds 8 shells by default&lt;br /&gt;
[[File:M4Super90.jpg|thumb|none|350px|Benelli M4 Super 90 - 12 Gauge]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Benelli M4 Super 90 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Benelli M4 Super 90 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Benelli M4 Super 90&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Tactical==&lt;br /&gt;
The [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|Benelli M4 Tactical]] is used if the M1014 is equipped with the Solid Stock&lt;br /&gt;
[[File:M4 Tactical.jpg|thumb|none|350px|Benelli M4 Tactical - 12 Gauge]]&lt;br /&gt;
&lt;br /&gt;
==Double Barrel Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Double Barrel Shotgun]] appears as the &amp;quot;Mosconi 12G&amp;quot; and is unlocked at reputation level 39. Obviously it only holds two shells but is one of the most powerful weapons in the game. Has only two modifications, &amp;quot;Road Warrior&amp;quot; and &amp;quot;Gangsta Special,&amp;quot; both of which saw down the barrels and stock respectively&lt;br /&gt;
[[file:IGA-Coach-Gun.jpg|thumb|none|350px|Stoeger/IGA Coach imported side by side shotgun - 12 Gauge.]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 double barrel shotgun previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Double Barrel Shotgun.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 double barrel shotgun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 double barrel variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Double Barrel Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears as a new gun added in the Crimefest update (10/26/2014) and is named the &amp;quot;Predator 12G&amp;quot;. It correctly fires in semi auto and holds six rounds. It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group&lt;br /&gt;
[[Image:SPAS12.jpg|thumb|350px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[Image:Payday2_SPAS12.jpg|thumb|600px|none|In-Game Variants.]]&lt;br /&gt;
[[Image:Payday2_SPAS12_2.jpg|thumb|600px|none|In-Game Variants.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash Saiga 12K==&lt;br /&gt;
The [[Saiga 12K|Izhmash Saiga 12K]] appears as the ninth primary weapon, and is shown as being fully-automatic with select fire available. Prior to the Gage Shotgun Pack DLC, it was the only semi-auto shotgun in the game. The model is not based on an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. Firstly it features a standard ribbed AKMS top cover, rather than the smooth cover used on the Saiga which has a larger ejection port with a sprung sliding cover over the rear portion. Secondly it has an under-folding AKMS stock which was not available on the Saiga. Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga 12 style front trunion (lacking the corresponding rivets however). It is named the &amp;quot;IZHMA 12G&amp;quot; and is unlocked at reputation level 26 and holds 7 shells. It is notably used by a Bulldozer variant called the &amp;quot;Killdozer&amp;quot; that wears black armor. His model of Saiga uniquely has an unobtainable solid stock, and before it was removed in a patch, a drum magazine&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|350px|Izhmash Saiga 12K - 12 Gauge.]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Izhmash Saiga 12K previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Izhmash Saiga 12K mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Saiga variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Saiga variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash Saiga 12K&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-tec KSG==&lt;br /&gt;
The [[Kel-Tec_KSG|Kel-Tec KSG]]. Named the &amp;quot;Raven&amp;quot; in-game. As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube. Notably it is one of the most concealable shotguns in the game and has the highest capacity of any of them. Holds 14 shells and was added in the Gage Shotgun Pack DLC&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|350px|Kel-Tec KSG]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|&amp;quot;Raven&amp;quot; Right Side]]&lt;br /&gt;
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|&amp;quot;Raven&amp;quot; Left Side]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Field Gun==&lt;br /&gt;
A [[Remington Model 870 Field Gun|Remington Model 870 Field Gun]] is named the &amp;quot;Reinfeld 880&amp;quot; and is unlocked at reputation level 8, it has synthetic furniture instead of wood and it has pistol grip. It's the first unlockable shotgun. It holds 6 shells and is used by some law enforcers and the basic green Bulldozer&lt;br /&gt;
[[file:Remington870Fieldgun.jpg|thumb|none|350px|Remington Model 870 Field Gun - 12 gauge.]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Remington 870 previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Remington 870 holding.jpg|thumb|none|600px|The player holds the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 aim.jpg|thumb|none|600px|The player aims to &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Remington Model 870 Short-barreled==&lt;br /&gt;
A stubby variant of the [[Remington 870|Remington Model 870 Short-barreled]] is unlocked at reputation level 13 and is named the &amp;quot;Locomotive 12G&amp;quot;. It holds 6 shells and was the only secondary shotgun prior to DLC and patches. It is overall similar to its full-sized counterpart, but has slightly higher damage and a higher rate of fire but shorter range and lower accuracy&lt;br /&gt;
[[file:Remington870Pstlgrip.jpg|thumb|none|350px|Short-barreled Remington 870 - 12 gauge.]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Remington 870 Pistol Grip previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip holding.jpg|thumb|none|600px|The player holds the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip aim.jpg|thumb|none|600px|The player aims to &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington 870 Pistol Grip mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Remington Model 870 Short-barreled variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Remington Model 870 Short-barreled&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed Off Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun|Sawed Off Shotgun]] is used when the Mosconi 12G is modified. The &amp;quot;Road Warrior&amp;quot; barrel saws the barrels down, while the &amp;quot;Gangsta Special&amp;quot; saws off the stock&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Sawed off shotgun previu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Sawed Off Shotgun.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Sawed off shotgun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Sawed off variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Sawed Off Shotgun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Light Machine Guns=&lt;br /&gt;
&lt;br /&gt;
The 'Gage Weapon Pack #02' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons do not feature an 'aim-down-the-sights' capability, being hip-fired only, and are very inaccurate on full auto. Lastly, the player cannot unfold the bipods in order to fire from a stationary position. This also applies to the MG-42, which was released later&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK 21E==&lt;br /&gt;
Returning from the previous instalment, the [[Heckler &amp;amp; Koch HK series machine guns#Heckler &amp;amp; Koch HK21|Heckler &amp;amp; Koch 21E]] appears as the &amp;quot;Brenner 21&amp;quot; and is unlocked at reputation level 75. It has a 150-round detachable box magazine. The weapon features the rear sight encountered on the MP5 sub machine gun, rather than the one usually manufactured. Also the weapon lacks a bipod but has a side vertical grip instead. &lt;br /&gt;
[[file:HK21E.jpg|thumb|350px|none|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Heckler &amp;amp; Koch HK 21E -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Heckler &amp;amp; Koch HK 21E&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash RPK==&lt;br /&gt;
The [[RPK light machine gun#RPK|RPK]] appears as the &amp;quot;RPK&amp;quot; and is immediately unlocked at the start, on reputation level 0. It has a 100-round drum magazine capacity. The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated RPK74-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical hand grip.&lt;br /&gt;
[[file:Rpk 01 drum.jpg|thumb|350px|none|RPK light machine gun with 75-round drum magazine - 7.62x39mm]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 RPK -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 RPK -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Izhmash RPK&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M249 Para==&lt;br /&gt;
The [[FN Minimi#M249-E1 / M249-E2 / M249 Paratrooper SAW|M249 Para]] appears as the &amp;quot;KSP&amp;quot; and is unlocked at reputation level 45. It has a 200-round detachable box magazine. As of the Death Wish update, it is now used by the Deathwish-exclusive Bulldozer, known to some as the Skulldozer. The weapon is also used by the Commissar, the target of the Hotline Miami DLC heist&lt;br /&gt;
[[file:Fn mg m249para11-1-.jpg|thumb|350px|none|M249 SAW paratrooper version with 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:SAWleftside.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:SAWrightside.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:SAWingame.jpg|thumb|none|600px|In game model.]]&lt;br /&gt;
&lt;br /&gt;
==MG42==&lt;br /&gt;
The [[MG42#MG42|MG42]] appears as the &amp;quot;Buzzsaw 42&amp;quot; and is unlocked for purchase by buying the Gage Historical Pack DLC. It has a large 150-round drum&lt;br /&gt;
[[file:MG42 Left.jpg|thumb|350px|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 MG42 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;MG42&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 46 Mod 0==&lt;br /&gt;
The [[FN_Minimi#Mk_46_Mod_0|Mk 46 Mod 0]]'s handguard is used if the M249 is equipped with the Railed Foregrip, though the M249 keeps its STANAG mag well&lt;br /&gt;
[[file:Mk46.jpg|thumb|350px|none|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
The 'Gage Sniper Pack' Downloadable Content introduced 3 new weapons in the players' arsenal. All 3 weapons are slow firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a .45 degree off-set iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant, which was released later&lt;br /&gt;
&lt;br /&gt;
==Remington MSR==&lt;br /&gt;
The [[Remington MSR]] appears as the &amp;quot;Rattlesnake&amp;quot; and is unlocked at reputation level 15. It is featured either with a default wooden or optional aluminium alloy body. It uses a 10 round magazine. &lt;br /&gt;
&lt;br /&gt;
[[File:RemingtonMSR.jpg|thumb|none|350px|Remington MSR]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Right.jpg|thumb|none|600px|Tactical Aluminium Alloy body]]&lt;br /&gt;
[[File:Payday_2_Rattlesnake_Left.jpg|thumb|none|600px|Tactical Aluminium Alloy body]]&lt;br /&gt;
&lt;br /&gt;
==Blaser R93 LRS2==&lt;br /&gt;
The [[Blaser R93|Blaser R93 LRS2 Precision Sniper Rifle]] appears as the &amp;quot;R93&amp;quot; and is unlocked at reputation level 35. It is featured either with a default metal or optional wooden body. It uses a 6 round magazine. &lt;br /&gt;
&lt;br /&gt;
[[Image:Blaser93SniperRifleA.jpg|thumb|none|350px|'''Blaser R93 LRS2''' Precision Sniper Rifle - .338 Lapua Magnum.]]&lt;br /&gt;
[[File:Payday_2_R93_Right.jpg|thumb|none|600px|Metal body]]&lt;br /&gt;
[[File:Payday_2_R93_Left.jpg|thumb|none|600px|Metal body]]&lt;br /&gt;
[[File:Payday_2_R93_Right_wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
[[File:Payday_2_R93_Left_Wooden.jpg|thumb|none|600px|Wooden body]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M95==&lt;br /&gt;
The [[Barrett M95]] appears as the &amp;quot;Thanatos&amp;quot; and is unlocked at reputation level 65. It uses a 5 round magazine. Notably, it is the strongest weapon in the entire game so far, having an astounding damage stat of '''2880''' (in comparison, the second-most powerful weapon, the R93, deals only 250)&lt;br /&gt;
&lt;br /&gt;
[[File:Barrett m90.jpg|thumb|none|350px|Barrett M95]]&lt;br /&gt;
[[File:Payday_2_Thanatos_right.jpg|thumb|none|600px|Thanatos]]&lt;br /&gt;
[[File:Payday_2_Thanatos_Left.jpg|thumb|none|600px|Thanatos]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M1907 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M1907 Carbine]] is seen as the &amp;quot;Mosin-Nagant&amp;quot; and is part of the Gage Historical Pack DLC. Unlike the other three sniper rifles of the game, it can use an ironsight&lt;br /&gt;
[[file:Mosin-M1907.JPG|thumb|350px|none|Mosin Nagant M1907 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant Model 1907 Carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant Model 1907 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M1907 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M38 Carbine==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M38 Carbine]] is seen when the Mosin-Nagant is modified with the &amp;quot;Short Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M38Carbine.jpg|thumb|350px|none|Mosin Nagant M38 Carbine - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M38 Carbine -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M38 Carbine -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M38 Carbine&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
The [[Mosin_Nagant#Mosin_Nagant_Rifle|Mosin Nagant M91/30]] is seen when the &amp;quot;Mosin-Nagant&amp;quot; is modified with the &amp;quot;Long Barrel&amp;quot; modification.&lt;br /&gt;
[[file:M9130.jpg|thumb|350px|none|Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 Mosin Nagant M9130 -hd1- menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- holding.jpg|thumb|none|600px|The player holds the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- aim.jpg|thumb|none|600px|The player aims to &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 Mosin Nagant M9130 -hd1- variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Mosin Nagant M91/30&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
C4 can only be used with the right Technician skills. By default, it is used as tripmines, which can be used to set traps for enemies. The tripmines themselves are unlocked simply by starting to learn Technician skills. The later Shaped Charge skill allows players with it to use their explosives to instead blow up doors and safe doors, potentially saving a lot of time for them and their team. Certain skills also allow them to be toggled into 'Sensor Mode' in which they will not explode, but will mark enemies that pass by. This can be useful in stealth runs. Some C4 packs are also used for certain objectives, and can be used by any player when picked up&lt;br /&gt;
[[File:Payday2 C4.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
[[File:Payday2 c4 1.jpg|thumb|none|600px|C4 In-Game.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
The [[Heckler_%26_Koch_MP5#Heckler_.26_Koch_MP5K|Heckler &amp;amp; Koch MP5K]] appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above&lt;br /&gt;
[[File:H&amp;amp;K-MP5Ksuitcase.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5K in trademark Heckler &amp;amp; Koch suitcase - 9x19mm.]]&lt;br /&gt;
[[File:Payday2 win32 release 2013-09-08 22-00-45-77.jpg|thumb|none|600px|Heckler &amp;amp; Koch MP5K in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is used by law enforcers at times. The Commissar in Hotline Miami also uses one when fought&lt;br /&gt;
[[file:M18red.jpg|thumb|none|150px|M18 smoke grenade.]]&lt;br /&gt;
[[file:Payday2 m18 smoke grenade.jpg|thumb|none|600px|&amp;quot;M18 smoke grenade&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is only usable by players with the first Gage Weapon Pack DLC, unless they buy the Grenade Case for their team during a heist. Grenades have a fairly wide blast radius that can go through walls, and they will stun enemies that aren't killed outright. Players can carry up to three and should be careful, as they can easily cause civilian kills or friendly fire if handled improperly. Notably, it's possible for enemies to shoot the grenades in mid-air, causing immediate detonation. All grenades are shown with the red Overkill bomb logo painted on the side.&lt;br /&gt;
[[file:Baseball.jpg|thumb|none|150px|M67 hand grenade.]]&lt;br /&gt;
[[file:Payday2 granat.jpg|thumb|none|600px|&amp;quot;M67 hand grenade&amp;quot; in game. Note the logo.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
Unlike the original Payday, the [[M79 Grenade Launcher]] was not included at release, but was added in the Gage Assault Pack. Known as the GL40 in game, it holds a single grenade in the chamber and the player can carry a maximum of 6 shots at once. Like the M67 it has friendly fire and can easily kill civilians unintentionally. &lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|550px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|M79 Grenade Launcher, called the GL40 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model 24 Stielhandgranate]] was added to the game in the Gage Historical Pack, and is referred to in game as the &amp;quot;Potato Masher&amp;quot;. Unlike the M67, it is not used as a thrown explosive, but rather as a melee weapon, similar to the Demoman from Team Fortress 2. &lt;br /&gt;
[[Image:Stielhandgranate.jpg|thumb|none|400px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; high-explosive fragmentation hand grenade]]&lt;br /&gt;
[[file:pd2-stick-grenade.jpg|thumb|none|600px|Model 24 Stielhandgranate, called the &amp;quot;Potato Masher&amp;quot; in game.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] was added in the Overkill Pack DLC, and has the highest damage of any weapon in the game at an astounding 10000, but can only carry 4 rounds at a time. The weapon is unaffected by ammo pickups and can easily incapacitate the user and their whole team if fired recklessly&lt;br /&gt;
[[file:Rpg-7-1-.jpg|thumb|none|350px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- rpg-7 menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 holding.jpg|thumb|none|600px|The player holds the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 aim.jpg|thumb|none|600px|The player aims to &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 1.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 reloading 2.jpg|thumb|none|600px|The player reloads &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- rpg-7 variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;RPG-7&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
The [[GE_M134_Minigun#Hand_Held_M134_Minigun|Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest rate-of-fire of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, having the weapon equipped results in a movement speed penalty. The weapon also appears to have no power source. &lt;br /&gt;
[[file:Minigun 2.JPG|thumb|none|350px|Hand Held M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[File:Payday2 -hd1- minigun menu 2.jpg|thumb|none|600px|In-Game Variants.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun holding.jpg|thumb|none|600px|The player holds the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun aim.jpg|thumb|none|600px|The player aims to &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun mele.jpg|thumb|none|600px|Stock attack of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
'''Modified Version.'''&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 1.jpg|thumb|none|600px|Modified Version of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
[[file:Payday2 -hd1- minigun variant 2.jpg|thumb|none|600px|Modified Version of the &amp;quot;Hand Held M134 Minigun&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Payday (disambiguation)]]&lt;br /&gt;
&lt;br /&gt;
[[Payday: The Heist]]&lt;br /&gt;
&lt;br /&gt;
[[Payday 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Left_4_Dead_2&amp;diff=900573</id>
		<title>Left 4 Dead 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Left_4_Dead_2&amp;diff=900573"/>
		<updated>2015-03-13T03:18:49Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Remington 870 Marine Magnum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The following weapons appear in the video game ''Left 4 Dead 2'':'''&lt;br /&gt;
[[Image:Left_4_Dead_2.jpg|thumb|right|300px|''Left 4 Dead 2'' (2009)]]&lt;br /&gt;
&lt;br /&gt;
= Pistols =&lt;br /&gt;
&lt;br /&gt;
== SIG-Sauer P226 ==&lt;br /&gt;
A custom [[SIG-Sauer P220 pistol series#SIG P226|SIG-Sauer P226]] is now one of standard handguns for the Survivors. Although it says &amp;quot;Triton P220&amp;quot; on the slide, it actually modeled after a P226 with a slightly shorter than standard slide and barrel. The gun also features a custom reverse two-tone finish, custom sights, and an underbarrel LT-TLP08 tactical flashlight. &lt;br /&gt;
&lt;br /&gt;
‎[[Image:SigP226TwoTone01.jpg‎|360px|thumb|none|SIG-Sauer P226 with custom reverse two-tone finish - 9x19mm]]&lt;br /&gt;
[[Image:L4D2sig.JPG|360px|thumb|none|The pistol used in the game, which is modeled after the P226, note the bulges on the side of the frame. Also note the frame-mounted thumb safety, only found on the P220 SAO.]]&lt;br /&gt;
[[Image:L4d2 cinematic intro.mp4 snapshot 00.16 -2010.12.26 17.30.55-.jpg|thumb|none|600px|Nick opens a cash register with his &amp;quot;Triton P220&amp;quot;]]&lt;br /&gt;
[[Image:L4D2-Ellis with P226.jpg|600px|thumb|none|Ellis holding a custom SIG-Sauer P226.]]&lt;br /&gt;
[[Image:Th left4dead2 2009-11-09 00-00-26-43.jpg|600px|thumb|none|Rochelle duel-wielding a custom SIG-Sauer P226 and a Glock.]]&lt;br /&gt;
&lt;br /&gt;
== Glock 17 ==&lt;br /&gt;
A [[Glock]] pistol is used as the second handgun for dual wielding. Its slide and frame are stretched to the length of a standard sized Glock like the [[Glock 17]]. It does not have a mounted flashlight on it. It goes for $999.99, and a buy one get one free sale, in the gun store.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock 17.jpg|thumb|none|350px|Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:L4D2glock.JPG|350px|thumb|none|The in-game Glock pistol world model.]]&lt;br /&gt;
[[Image:Left4dead2_pistolb.jpg|350px|thumb|none|The in-game Glock pistol view model.]]&lt;br /&gt;
[[Image:Th left4dead2 2009-11-09 00-00-52-57.jpg|600px|thumb|none|Rochelle with a custom SIG-Sauer P226 and Glock akimbo, being reloaded.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle ==&lt;br /&gt;
&lt;br /&gt;
The [[Desert Eagle]] has more recoil and a slower rate of fire than the standard sidearms, but has much more stopping power and greater accuracy. The pistol holds 8 rounds like the .44 Magnum version, even though it is modeled after the .50 caliber version. This weapon usually kills common infected with a single shot. When found in Whitaker's Gun Shop, a sign names the pistol &amp;quot;Desert Cobra,&amp;quot; and the game claims that only 2000 were ever made and prices them at 2000 dollars apiece.&lt;br /&gt;
&lt;br /&gt;
Interestingly, its flashlight is attached via a rifle scope ring mount and an aftermarket underbarrel rail.&lt;br /&gt;
&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|IMI Desert Eagle Mark XIX with chrome finish - .50 AE.]] &lt;br /&gt;
[[Image:L4D2de.JPG|thumb|400px|none|The Desert Eagle model. Note the lack of a bore on the muzzle end.]]&lt;br /&gt;
[[Image:left4dead2-deagle.jpg|thumb|600px|none|Ellis reloading a [[Desert Eagle]] in Left 4 Dead 2. Note the cocking serrations visible ''inside'' the wafer-thin rear part of the slide.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
&lt;br /&gt;
== Remington 870 Police Magnum Riot ==&lt;br /&gt;
A similar shotgun like the &amp;quot;Renegade Rangemaster&amp;quot; from [[Left 4 Dead|the first game]] appears in this game, but has a new model. It now resembles the [[Remington Model 870 Shotgun|Remington 870 Police Magnum Riot Shotgun]], but it still has a [[Ithaca 37]]-like magazine tube.&lt;br /&gt;
Whitaker prices it a $399.99 in his store.&lt;br /&gt;
[[Image:Remington870PoliceStd.jpg|500px|thumb|none|Remington 870 Police Magnum Riot Shotgun - 12 Gauge]]&lt;br /&gt;
[[Image:L4D2 Pump-Shotgun.jpg|500px|thumb|none|The Pump Shotgun model.]]&lt;br /&gt;
[[Image:L4d2 cinematic intro.mp4 snapshot 01.32 -2010.12.26 16.24.21-.jpg|thumb|none|600px|&amp;quot;'''Weren't they supposed to be saving our asses?'''&amp;quot; Coach holds a &amp;quot;Renegade Rangemaster&amp;quot; a play-on of Remington Wingmaster.]]&lt;br /&gt;
[[Image:L4D2-Ellis with 870.jpg|thumb|none|600px|Ellis with a Remington 870 Police Magnum Riot.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 870 Marine Magnum==&lt;br /&gt;
[[Remington Model 870 Shotgun|Remington 870 Marine Magnum]] is seen with a Mariner NP3 finish. It has a ventilated rib and ghost ring sights. It has a tighter spread than the default shotgun, but deals slightly less damage. It has the tightest spread of all of the shotguns, which makes it more effective at distance shots compared to the other shotguns. Goes for $399.99 in the gun shop.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870MarineMagnum.jpg|500px|thumb|none|Remington 870 Marine Magnum - 12 Gauge]]&lt;br /&gt;
[[Image:L4D2csg.JPG|500px|thumb|none|The chrome shotgun that is used in the game. Note the vented rib with a tactical sight sitting on the top, not a feature of the real weapon.]]&lt;br /&gt;
[[Image:L4d2 cinematic intro.mp4 snapshot 01.04 -2010.12.26 16.23.19-.jpg|thumb|600px|none|Coach fires his Remington 870 Marine Magnum]]&lt;br /&gt;
[[Image:Newshotgunl4d2.jpg|600px|thumb|none|Ellis as seen in-game using the 'Chrome Shotgun'.]]&lt;br /&gt;
&lt;br /&gt;
== Benelli M4 Super 90 ==&lt;br /&gt;
The shotgun from the first game which is another Second Tier weapon, the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4]] in game has a 10-round capacity (while the real one has an 7 round capacity) and a flashlight clipped to the barrel right in front of the handguard.&lt;br /&gt;
Whitaker priced it at $1999.99 and calls it a fully automatic 12 gauge. &lt;br /&gt;
[[Image:Benelli_m4_2.jpg|520px|thumb|none|Benelli M4 Super 90 with 4-shot tube - 12 Gauge]]&lt;br /&gt;
[[Image:L4Dauto.JPG|520px|thumb|none|The Benelli M4 Super 90 model.]]&lt;br /&gt;
[[Image:L4D2-Coach with M1014.jpg|600px|thumb|none|Coach using a Benelli M4 Super 90.]]&lt;br /&gt;
&lt;br /&gt;
== Franchi SPAS-12 ==&lt;br /&gt;
The [[Franchi SPAS-12]] is the second auto-shotgun available to the players, It carries 10 rounds while the real one has a max capacity of 8 and unlike other Valve games, it's fired in its semi auto mode. It has the tightest spread and does more damage per pellet than its counterpart, but to compensate, it shoots less pellets per shell. Cost $1999.99 and claimed to be banned in 25 states.&lt;br /&gt;
&lt;br /&gt;
[[Image:Franchi-SPAS12.jpg|450px|thumb|none|Franchi SPAS-12 with the stock folded and the butt-hook removed - 12 Gauge]]&lt;br /&gt;
[[Image:L4D2spas.JPG|450px|thumb|none|The SPAS-12 shotgun model.]]&lt;br /&gt;
[[Image:L4d2 cinematic intro.mp4 snapshot 00.34 -2010.12.26 16.17.20-.jpg|thumb|none|600px|&amp;quot;'''Kill all sons of bitches!'''&amp;quot; Ellis pumps a round into his newfound SPAS-12.]]&lt;br /&gt;
[[Image:left4dead2-spas.jpg|600px|thumb|none|Ellis using the SPAS-12 against several zombies. The SPAS-12 seems happy that Ellis ins't confusing its magazine tube as another barrel, unlike [[Half-Life 2]], also made by Valve.]]&lt;br /&gt;
&lt;br /&gt;
= SMGs =&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-10 ==&lt;br /&gt;
The MAC-10 ingame is fitted with the legendary Mitchell Werbell suppressor, along with a flashlight attached to it with zip ties, and is chambered in .45 ACP, evidenced by the fact that it does more damage and has more recoil than the Uzi. The MAC-10 has an incorrect 50-round magazine (instead of the real 30) with a extra 650 rounds in reserve. &lt;br /&gt;
&lt;br /&gt;
Like its [[Counter-Strike]] incarnation, the MAC-10 in this game has a strap attached to the barrel to serve as a makeshift foregrip, but for some reason no characters actually use it ingame, preferring instead to put their offhand just in front of the trigger on the underside of the weapon (as they do with the ingame Uzi). A graphical error with this weapon still makes it emit light from the muzzle blast (thought not the actual muzzle flash) when fired in First Person perspective, and the muzzle flash is still unrealistically unsuppressed when looking at characters firing the weapon from the third person perspective. Goes for $399.99 in the gun shop and referred to as a machine pistol.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ingram-mac10 new.jpg|450px|thumb|none|Ingram MAC-10 with a Mitchell Werbell suppressor - .45 ACP]]&lt;br /&gt;
[[Image:L4D2mac.JPG|450px|thumb|none|The MAC-10 model.]]&lt;br /&gt;
[[Image:L4d2 cinematic intro.mp4 snapshot 02.42 -2010.12.26 17.34.02-.jpg|thumb|none|600px|Nick unloads a MAC-10 on a Tank Infected. As mentioned earlier, the muzzle flash for some reason is unaffected by the sound suppressor when looking at characters aside from your own.]]&lt;br /&gt;
[[Image:L4D2-Nick with MAC-10.jpg|600px|thumb|none|Nick reloading a suppressed MAC-10. Note that unlike most games the magazine actually has bullets in it.]]&lt;br /&gt;
&lt;br /&gt;
== IMI Uzi ==&lt;br /&gt;
The [[Uzi]] from the first game. It is the same full-sized First Tier Uzi using a 50 round magazine (modeled after the 32 round one) with a flashlight taped to its handguard. Cost $399.99 in the gun store.&lt;br /&gt;
&lt;br /&gt;
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[Image:L4DUzi.JPG|thumb|none|450px|The Uzi model.]]&lt;br /&gt;
[[Image:L4d2 cinematic intro.mp4 snapshot 01.02 -2010.12.26 16.19.42-.jpg|thumb|none|600px|Rochelle and Nick open up on the zombie horde. Nick has an Uzi.]]&lt;br /&gt;
[[Image:L4D2-Rochelle with Uzi.jpg|thumb|none|600px|Rochelle reloads her Uzi after a zombie horde attack.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
The [[Ruger Mini-14]] hunting rifle has been carried over from the previous game.  &lt;br /&gt;
&lt;br /&gt;
Hip accuracy has been significantly increased compared to the L4D1 version, in fact it is the most accurate weapon on the move in L4D2. With a laser sight it is even more accurate on the move than any SMG. It is also slightly more accurate than the Sniper Rifle. It has a capacity of 15 rounds even though it is modeled with a 10 round magazine. Went for $399.99 in the gun shop. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ruger-Mini-14.jpg|thumb|none|500px|Ruger Mini-14 Standard Model Semiautomatic Rifle (Pre-2005) with 30 round magazine attached - 5.56x45mm]]&lt;br /&gt;
[[Image:L4DMini14.JPG|thumb|none|500px|The Mini-14 model.]]&lt;br /&gt;
[[Image:left4dead2-mini14.jpg|thumb|none|600px|Ellis firing the Ruger Mini-14 from the hip, without using the scope.]]&lt;br /&gt;
&lt;br /&gt;
== M16A2 ==&lt;br /&gt;
The [[M16A2]] from the first game appears in Left 4 Dead 2. Though it says &amp;quot;M16 A2&amp;quot; on the lower receiver, It fires in full auto like the M16A1 or M16A3. It appears to have the highest rate of fire out of all the assault rifles and it still has a unrealistic magazine capacity of 50 rounds. Went for 1999.99 in the store.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|550px|none|Colt M16A2 select-fire rifle (Safe, Semi, 3-round burst) - 5.56x45mm]]&lt;br /&gt;
[[Image:L4DM16.JPG|thumb|none|550px|The M16A2 model.]]&lt;br /&gt;
[[Image:L4d2 cinematic intro.mp4 snapshot 01.02 -2010.12.26 16.19.42-.jpg|thumb|none|600px|Nick and Rochelle unload on the zombie horde. Rochelle has an M16.]]&lt;br /&gt;
[[Image:Groupshot.jpg|thumb|none|600px|The group readies to kill some zombies. Rochelle carries an M16.]]&lt;br /&gt;
[[Image:L4D2-Ellis with M16A2.jpg|thumb|none|600px|Ellis holds a M16A2 in Whitaker's gunstore.]]&lt;br /&gt;
&lt;br /&gt;
== AKM == &lt;br /&gt;
&lt;br /&gt;
The [[AK-47#AKM|AKM]] has a 40 round magazine which is 10 less than the M16 and 20 less than the SCAR-L. It also has the lowest rate of fire of the assault rifles, but also does very good damage to the Infected.&lt;br /&gt;
&lt;br /&gt;
Its identified as an AKM by its muzzle compensator, stamped steel receiver, night sight mounting bracket on the left side and plastic 7.62x39mm, 30 round magazines. However, it has a 40 round capacity which is possible in real life by using [[RPK light machine gun|RPK]] magazines, although it makes the weapon rather bulky. Like the MAC-10, it has a flashlight secured via zip ties to the handguard of the weapon.Went for 1999.99 in the store.&lt;br /&gt;
&lt;br /&gt;
The AKs of the in-game posters and promotional pictures are actually Type 84 5.56mm Kalashnikovs judging from their magazine shapes.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|470px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:L4D2akm.JPG|thumb|470px|none|The in-game AKM model.]]&lt;br /&gt;
[[Image:L4D2-Nick with AKM.jpg|thumb|600px|none|Nick holding a AKM.]]&lt;br /&gt;
&lt;br /&gt;
== FN SCAR-L ==&lt;br /&gt;
The [[FN SCAR#FN SCAR-L|FN SCAR-L]] is called the &amp;quot;Combat Rifle&amp;quot; in-game and holds an unrealistic 60 rounds of ammunition despite the fact that it's modeled with a 30 round STANAG magazine (same as the M16's, though it appears much longer in the world model), and fires in a three-shot burst (which real SCAR-Ls do not have). Although if you keep the trigger depressed, it will fire successive three-shot bursts without the need to pull the trigger again. It also has very high accuracy and appears to do more damage than the M16. In addition, The SCAR-L in the game seems to be modeled after the FN SCAR 16S, a civilian version of the SCAR-L with a 16&amp;quot; barrel and a M16A2 flash-hider, but oddly, it has &amp;quot;Mk.17&amp;quot; markings on the side of the weapon (denoting the SCAR-H). Went for 1999.99 in the store.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR-L_(Standard).jpg|500px|thumb|none|Third-generation FN SCAR-L - 5.56x45mm]]&lt;br /&gt;
[[Image:L4D2fn.JPG|450px|thumb|none|The FN SCAR-L model.]]&lt;br /&gt;
[[Image:L4d2 cinematic intro.mp4 snapshot 02.36 -2010.12.26 16.30.53-.jpg|thumb|none|600px|Ellis readies his SCAR-L. Note 16&amp;quot; barrel.]]&lt;br /&gt;
[[Image:L4D2-Ellis with SCAR-L.jpg|thumb|none|600px|Ellis with a SCAR-L in-game. Note markings on the side of the weapon, claiming to be both a &amp;quot;Mk. 17 Mod 3&amp;quot; and a 5.56mm rifle.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MSG90A1 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3#Heckler &amp;amp; Koch MSG90|Heckler &amp;amp; Koch MSG90A1]] serves as a long range weapon like the [[Ruger Mini-14]] from the first game. It is modeled after the H&amp;amp;K MSG90A1 sniper rifle, with some features from the H&amp;amp;K G3/SG1. It has the MSG90A1's stock, trigger group, and barrel, but it also has the G3/SG1's fore-grip and bi-pod, rear sight (which is the same as rest of the G3 series) and scope mount. Its magazine holds 30 rounds (even though it's modeled with a 20 round magazine), which is double that of the previous hunting rifle. Cost 1999.099 in the shop&lt;br /&gt;
&lt;br /&gt;
[[Image:HKMSG90A1.jpg|550px|thumb|none|Heckler &amp;amp; Koch MSG90A1 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:H&amp;amp;KSG1.jpg|500px|thumb|none|Heckler &amp;amp; Koch G3/SG1 - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:L4D2hk.JPG|500px|thumb|none|The HK MSG90A1 model. Note the AK-74 muzzle brake.]]&lt;br /&gt;
[[Image:L4d2 cinematic intro.mp4 snapshot 02.00 -2010.12.26 16.26.15-.jpg|thumb|none|600px|Ellis gets his Sniper Rifle knocked away.]]&lt;br /&gt;
[[Image:L4D2-Ellis with MSG90A1.jpg|thumb|none|600px|Ellis holds a MSG90A1, Rochelle has a M16A2.]]&lt;br /&gt;
&lt;br /&gt;
= Machine Guns =&lt;br /&gt;
&lt;br /&gt;
== Browning M2 ==&lt;br /&gt;
The [[Browning M2]] heavy machine gun replaces the [[GE M134 Minigun]] from the first game.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|500px|A Browning M2HB on a vehicle mount - .50BMG]]&lt;br /&gt;
[[Image:L4D2 M2 .50 MG.jpg|thumb|none|500px|The Browning M2 model.]]&lt;br /&gt;
[[Image:Rochelle50cal.jpg|thumb|none|600px|Rochelle fires a Browning M2]]&lt;br /&gt;
[[Image:L4D2 M2 .50 cal in-game.jpg|thumb|none|600px|The ''Left 4 Dead 2'' Browning M2.]]&lt;br /&gt;
&lt;br /&gt;
== GE M134 Minigun ==&lt;br /&gt;
The  [[GE M134 Minigun]] from the first game returns in The Sacrifice DLC, used in campaigns where the players control the original Survivors. The time needed to spool up the barrels and start firing seems to be slightly decreased.&lt;br /&gt;
&lt;br /&gt;
[[Image:GeneralElectricM134MinigunOriginalSpadeGripMount.jpg|thumb|none|500px|General Electric M134 with first pattern spade grip mount and crosshair sights. Note the lack of flash suppressor and three disked barrel cluster - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:L4Dminigun.JPG|thumb|none|450px|The GE M134 Minigun model as seen from the first game.]]&lt;br /&gt;
&lt;br /&gt;
== M60 machine gun ==&lt;br /&gt;
&lt;br /&gt;
The [[M60 machine gun]] is only available in The Passing and No Mercy DLC (it may be in the Sacrifice). It carries only 150 rounds and, after being depleted, is dropped (that's right, no reloading). The Survivor will then revert back to their secondary weapon, much like with the Grenade Launcher. There is an Achievement called &amp;quot;Till it Goes Click&amp;quot; (a reference to ''[[Big Lebowski, The|The Big Lebowski]]''), which requires the player to mow down 25 infected without letting go of the trigger.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|550px|M60 GPMG - 7.62x51mm NATO]]&lt;br /&gt;
[[image:L4D2 M60.jpg|thumb|none|550px|The M60 model.]]&lt;br /&gt;
[[image:L4D2M60.jpg|thumb|none|600px|Ellis using the M60 machine gun against a horde of zombies attacking him.]]&lt;br /&gt;
[[image:L4D2-Ellis with M60.jpg|thumb|none|600px|Ellis holding the M60.]]&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
&lt;br /&gt;
== M79 grenade launcher ==&lt;br /&gt;
&lt;br /&gt;
The [[M79 grenade launcher]] acts as a single-shot, area-effect weapon, it must be reloaded after every shot and the wielder must pay particular attention not to hurt themselves or their teammates with the explosion.&lt;br /&gt;
&lt;br /&gt;
It comes with 30 grenades plus one already in the weapon, it can kill a Tank in only 2-5 hits (on Normal difficulty), and has almost no arc, unlike most games including HL2. It can also use incendiary and fragmentation rounds if incendiary or fragmentation ammo boxes are used, and for some bizarre reason, you can also put a laser sight on it.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:L4D2 M79.jpg|thumb|none|450px|The M79 grenade launcher model. Note that the trigger is missing in this image for some reason.]]&lt;br /&gt;
[[Image:Black Dynamite2010-12-26-17h06m48s59.jpg|thumb|none|600px|Ellis fires a 40mm round at a Tank.]]&lt;br /&gt;
[[Image:Groupshot.jpg|thumb|none|600px|none|The group readies to kill some zombies. Ellis has an M79.]]&lt;br /&gt;
[[Image:L4D2-Nick with M79.jpg|thumb|none|600px|none|Nick holding a M79.]]&lt;br /&gt;
&lt;br /&gt;
= German/International Version =&lt;br /&gt;
Because of the strict censorship in Germany (and also in Australia and elsewhere in the world), Valve decided to add 4 [[Counter-Strike: Source]] weapons. Players are able to use them even in non-German versions of the game if they play with someone with the German version or in custom campaigns set to spawn them. Players can also use these weapons via cheat in the console but they will deal no damage unless the map is restarted or they are carried through to the next map via safe room.&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP5N ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5#Heckler &amp;amp; Koch MP5A3|MP5N]] has a lower rate of fire than the normal SMGs in the game, but it has a slightly higher accuracy than Uzi while its damage is the same as the MAC-10. Like all SMGs in the game, it has a 50-round capacity, incorrect for this weapon instead of the real 30.&lt;br /&gt;
[[Image:Hk-mp5n.jpg|thumb|none|400px|H&amp;amp;K MP5N - 9x19mm]]&lt;br /&gt;
[[Image:left4dead2_smg_mp5_1.jpg|thumb|none|450px|Nick aims the console-acquired MP5N at Ellis' head.]]&lt;br /&gt;
[[Image:left4dead2_smg_mp5_2.jpg|thumb|none|450px|Nick reloads his MP5N, while looking at the world model. The model like from ''Counter-Strike: Condition Zero'' with flashlight-equipped handguard could make more sense here.]]&lt;br /&gt;
&lt;br /&gt;
== Steyr Scout ==&lt;br /&gt;
The [[Steyr Scout]] with an extended magazine adapter has lower rate of fire than other sniper rifles in game, but good accuracy. Erroneously holds 15 rounds instead of 10.&lt;br /&gt;
[[Image:Scout.jpg|thumb|none|400px|Steyr Scout - 7.62x51mm NATO.]]&lt;br /&gt;
[[Image:left4dead2 sniper scout 1.jpg|thumb|none|450px|Nick holds the console-acquired Scout. The bolt along with its handle is positioned too low this time, making the bolt itself invisible.]]&lt;br /&gt;
[[Image:left4dead2_sniper_scout_3.jpg|thumb|none|450px|Nick &amp;lt;del&amp;gt;holds his Scout like a pistol&amp;lt;/del&amp;gt; reloads his Scout, while looking at the world model. Note the scope is mounted differently.]]&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AWSM ==&lt;br /&gt;
The [[Accuracy International Arctic Warfare series|Accuracy International AWSM]] has the slowest rate of fire (excluding the Grenade Launcher) in the game but inflicts a high amount of damage per shot. Incorrectly holds 20 rounds instead of 5.&lt;br /&gt;
[[Image:AWSM fixed.jpg|thumb|none|400px|Accuracy International AWSM with fixed stock - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:left4dead2_sniper_awp_1.jpg|thumb|none|450px|Nick holds the console-acquired AWSM with an invisible laser sight.]]&lt;br /&gt;
[[Image:left4dead2_sniper_awp_2.jpg|thumb|none|450px|Nick hits Coach with the AWSM's solid stock, while simultaneously breaking the wooden pallet.]]&lt;br /&gt;
[[Image:left4dead2_sniper_awp_3.jpg|thumb|none|450px|Nick reloads his AWSM this time without magazine clipping through the mag well, while looking at the world model with solid stock and absent bipod.]]&lt;br /&gt;
&lt;br /&gt;
== SIG SG 552 ==&lt;br /&gt;
The [[SIG SG 550#SIG SG 552|SIG SG 552]] has a 2x scope and two rates of fire, determined by whether the scope is in use. Without looking down the scope, it has the highest automatic rate of fire out of all assault rifles. Incorrectly holds 50 rounds instead of 20.&lt;br /&gt;
[[Image:SIG_SG552.jpg|thumb|400px|none|SIG SG 552 - 5.56x45mm.]]&lt;br /&gt;
[[Image:left4dead2_rifle_sg552_1.jpg|thumb|none|450px|Nick holds the console-acquired SG 552, while Coach balances on a chair.]]&lt;br /&gt;
[[Image:left4dead2_rifle_sg552_2.jpg|thumb|none|450px|Nick reloads his SG 552. Note fire selector is set to semi-auto.]]&lt;br /&gt;
[[Image:left4dead2_rifle_sg552_3.jpg|thumb|none|450px|World model. Note the laser sight appearing out of thin air like the flashlight.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Cobra_(1986)&amp;diff=898433</id>
		<title>Cobra (1986)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Cobra_(1986)&amp;diff=898433"/>
		<updated>2015-03-06T05:56:55Z</updated>

		<summary type="html">&lt;p&gt;Hi, My Name Is GameZone: /* Jatimatic SMG */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Cobra.jpg|thumb|right|300px|''Cobra'' (1986)]]&lt;br /&gt;
&lt;br /&gt;
'''''Cobra''''' is a 1986 action film starring [[Sylvester Stallone]] as Lieutenant Marion &amp;quot;Cobra&amp;quot; Cobretti, a Los Angeles police detective who is assigned to protect a witness from a cult gang of murderers on the streets of Los Angeles. The film was directed by [[George Pan Cosmatos]], who was just coming off directing Stallone in the blockbuster sequel ''[[Rambo: First Blood Part II]]''.  While opening at number one at the box office, the film ultimately proved to be a critical and financial disappointment.   [[Sylvester Stallone]] adapted the screenplay from the Paula Gosling novel ''Fair Game'' (which was adapted again into a [[Fair Game (1995)|1995 action film]] starring [[William Baldwin]] and [[Cindy Crawford]]).&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==Colt Gold Cup National Match (Custom)==&lt;br /&gt;
Lt. Marion 'Cobra' Cobretti ([[Sylvester Stallone]]) carries a customized [[Colt Gold Cup National Match]] as his sidearm throughout the film. According to armorer [[User:Phoenixent|Steve Karnes]], the weapon was special-ordered and built-up by Colt for Stembridge Gun Rentals to provide for the film. The weapon was fitted with custom grips and a converted 9x19mm barrel and slide. Special thanks to Mr. Karnes for providing info on this weapon.&lt;br /&gt;
[[Image:CobraGoldCup.jpg|thumb|none|400px|Photoshop mockup of Cobra's pistol using an image of the Western Arms airsoft grips superimposed onto an image of a real Mark IV Series 70 Colt Gold Cup National Match (.45 ACP).]]&lt;br /&gt;
[[Image:CobrGold1.jpg|thumb|none|400px|Perfect airsoft replica of Cobra's Colt Gold Cup NM made by Western Arms.]]&lt;br /&gt;
[[Image:CobrGold2.jpg|thumb|none|400px|Cobra's [[Colt Gold Cup National Match]]. Note the markings and barrel.]]&lt;br /&gt;
[[Image:Cobragoldcup.jpg|thumb|none|600px|The film's opening has Lt. Marion 'Cobra' Cobretti narrate while the Colt Gold Cup turns toward the camera. Note '9mm Conversion Unit' on the slide.]]&lt;br /&gt;
[[Image:Cobrashootout.jpg|thumb|none|600px|''&amp;quot;You're a disease. And I'm the cure.&amp;quot;'' &amp;lt;BR&amp;gt;Cobra ([[Sylvester Stallone]]) aims his Colt at the Supermarket Killer.]]&lt;br /&gt;
[[Image:CB-1911GC-1.jpg|thumb|none|600px|Best view of the grips.]]&lt;br /&gt;
[[Image:Cobramag.jpg|thumb|none|600px|Note magazine loaded with Glaser Safety Slugs.]]&lt;br /&gt;
[[Image:Cobragoldcup2.jpg|thumb|none|600px|Cobra prepares to clean his custom [[Colt Gold Cup National Match]].]]&lt;br /&gt;
[[Image:Cobragoldcupbarreltrigger.jpg|thumb|none|601px|Note the tapered barrel.]]&lt;br /&gt;
[[Image:Cobragoldcupbarrel.jpg|thumb|none|600px|Note the flat top of the slide.]]&lt;br /&gt;
[[Image:CB-1911GC-2.jpg|thumb|none|500px|Cobra with his Colt before for making the escape to his truck.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Government Model==&lt;br /&gt;
Sergeant Tony Gonzales ([[Reni Santoni]]), Cobretti's partner, carries a [[Colt Government Model]] near the end of the film. His Gov't Model appears to have a stainless hammer and trigger. He is previously seen with what appears to be a [[Smith &amp;amp; Wesson Model 36]].&lt;br /&gt;
[[Image:ColtGovernmentModel.jpg|thumb|none|350px|Colt Government Model (Pre-Series 70 Commercial M1911A1) blued with stainless hammer - .45 ACP]]&lt;br /&gt;
[[Image:Cobracolt.jpg|thumb|none|500px|Sgt. Gonzales checks his Colt Gov't Model M1911A1, before going to sleep. Note stainless trigger.]]&lt;br /&gt;
[[Image:CB-1911-1.jpg|thumb|none|500px|Gonzales fires his Colt Government.]]&lt;br /&gt;
[[Image:CB-1911-2.jpg|thumb|none|500px|Gonzales continues firing his Colt.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36==&lt;br /&gt;
Captain Sears ([[Art LaFleur]]) and Detective Monte ([[Andrew Robinson]]) are seen carrying [[Smith &amp;amp; Wesson Model 36]]s at the beginning of the film. Nancy Stalk ([[Lee Garlington]]) is also seen using one towards the end of the film.&lt;br /&gt;
[[Image:S&amp;amp;W 36.jpg|thumb|none|300px|Smith and Wesson Model 36 'Chief's Special' - .38 Special]]&lt;br /&gt;
[[Image:CB-SW36-1.jpg|thumb|none|500px|Cpt. Sears &amp;amp; Det. Monte with their S&amp;amp;W Model 36s as they try to figure out a plan to stop the supermarket killer.]]&lt;br /&gt;
[[Image:CB-SW36-2.jpg|thumb|none|500px|Stalk shoots a guard with a Model 36.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 15==&lt;br /&gt;
In the opening scenes the [[Smith &amp;amp; Wesson Model 15]] is used by several of the cops. A security guard uses one when Ingrid is first attacked by the Night Slasher after a modeling shoot.&lt;br /&gt;
[[Image:Model15a.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 15 'Combat Masterpiece' - .38 Special]]&lt;br /&gt;
[[Image:CB-SW15-1.jpg|thumb|none|500px|A uniform police officer with a S&amp;amp;W Model 15.]]&lt;br /&gt;
[[Image:CB-SW15-2.jpg|thumb|none|500px|Another officer with a Model 15.]]&lt;br /&gt;
[[Image:CB-SW15-3.jpg|thumb|none|500px|The security guard fires his [[Smith &amp;amp; Wesson Model 15]].]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 10]] is seen being used by one of the gang members.&lt;br /&gt;
[[Image:S&amp;amp;W-Model-10.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 10 - .38 Special]]&lt;br /&gt;
[[Image:CB-SW10-1.jpg|thumb|none|500px|The gang member wields what appears to be a S&amp;amp;W Model 10.]]&lt;br /&gt;
[[Image:CB-SW10-2.jpg|thumb|none|500px|The gang member with the revolver.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Jatimatic SMG==&lt;br /&gt;
The [[Jatimatic SMG]] is used by Cobra in the movie. In several scenes the Jatimatic is seen fitted with an early model Laser Products Corp. (today known as Surefire) laser sight - most likely a LPC Model 7.&lt;br /&gt;
&lt;br /&gt;
[[Image:JatimaticSMALL.JPG|thumb|none|400px|Jatimatic SMG - 9x19mm]]&lt;br /&gt;
[[Image:CB-JATSMG.jpg|thumb|none|500px|Cobra ([[Sylvester Stallone]]) returns fire from his Jatimatic SMG.]]&lt;br /&gt;
[[Image:Cobrasmg.jpg|thumb|none|500px|The dissembled [[Jatimatic SMG]].]]&lt;br /&gt;
[[Image:Cobrasmg2.jpg|thumb|none|500px|Cobra assembles his Jatimatic SMG.]]&lt;br /&gt;
[[Image:Cobrasmg3.jpg|thumb|none|500px|Cobra fires his Jatimatic SMG, as he and Ingrid make their escape. Note the shoulder holster worn by Stallone which carries the SMG and several spare mags.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK94==&lt;br /&gt;
Two SWAT members are seen with [[Heckler &amp;amp; Koch HK94]]s on top of the supermarket roof at the beginning of the film.&lt;br /&gt;
[[Image:H&amp;amp;K 94.JPG|thumb|none|450px|Heckler &amp;amp; Koch 94 carbines (HK94A2 at top, HK94A3 at bottom) with front pistol grip &amp;amp; barrel shroud - 9x19mm]]&lt;br /&gt;
[[Image:CB-HK94-1.jpg|thumb|none|500px|A SWAT member with an HK94A3.]]&lt;br /&gt;
[[Image:CB-HK94-2.jpg|thumb|none|500px|Another SWAT officer with an HK94A2.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870 'Witness Protection'==&lt;br /&gt;
The Supermarket Killer ([[Marco Rodríguez]]) uses a [[Remington 870|Remington 870 'Witness Protection']] shotgun when he goes on a rampage at the start of the film.&lt;br /&gt;
[[File:Rem870WP.jpg|thumb|none|400px|Remington 870 'Witness Protection' - 12 Gauge]]&lt;br /&gt;
[[Image:CB-870-1.jpg|thumb|none|500px|Side view of the 870, before the killer goes on the rampage. Note the small blade sight, indicating it as a 'Witness Protection' variant rather than a sawed-down standard 870.]]&lt;br /&gt;
[[Image:CB-870-2.jpg|thumb|none|500px|The Supermarket Killer ([[Marco Rodríguez]]) with his 870.]]&lt;br /&gt;
[[Image:CB-870-3.jpg|thumb|none|500px|The Supermarket Killer fires his shorty 870.]]&lt;br /&gt;
&lt;br /&gt;
==Sawed-Off Double Barrel Shotgun==&lt;br /&gt;
The 'Night Slasher' ([[Brian Thompson]]) uses a [[12_Gauge_Double_Barreled_Shotgun#Short_barreled_Side_by_Side_Shotgun_.28Sawed_Off.29|Sawed-Off 12 Gauge Side-by-Side Shotgun]] when he and his gang go after Ingrid ([[Brigitte Nielsen]]) after she's released from the hospital.&lt;br /&gt;
[[Image:Remington SBS.jpg|thumb|none|400px|Remington Spartan Sawed Off shotgun - 12 Gauge]]&lt;br /&gt;
[[Image:CB-SDB-1.jpg|thumb|none|500px|Night Slasher ([[Brian Thompson]]) shoots at Cobra and Ingrid during the first chase.]]&lt;br /&gt;
[[Image:CB-SDB-2.jpg|thumb|none|500px|Night Slasher fires his shotgun at two tankers causing them to explode.]]&lt;br /&gt;
[[Image:CB-SDB-3.jpg|thumb|none|500px|Night Slasher with his shotgun at the climax of the film.]]&lt;br /&gt;
&lt;br /&gt;
==Ithaca 37==&lt;br /&gt;
Nancy Stalk ([[Lee Garlington]]) carries a pistol-gripped [[Ithaca 37]] with an extended magazine tube when chasing after Cobra and Ingrid at the end of the film.&lt;br /&gt;
[[Image:Ithaca37pistl.jpg|thumb|none|500px|Ithaca 37 with extended magazine tube and pistol grip - 12 Gauge]]&lt;br /&gt;
[[Image:CB-ITHACA37-1.jpg|thumb|none|500px|Stalk with her Ithaca as she goes through the orchard.]]&lt;br /&gt;
[[Image:CB-ITHACA37-2.jpg|thumb|none|500px|''&amp;quot;Die bitch!&amp;quot;'' &amp;lt;BR&amp;gt; Stalk ([[Lee Garlington]]) pumps her Ithaca.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A gang member uses a [[Remington 870]] at the motel shootout.&lt;br /&gt;
[[Image:Remington870LONGFolder.jpg‎|thumb|none|500px|Remington 870 Police Folder with extended magazine tube (stock extended) - 12 Gauge]]&lt;br /&gt;
[[Image:CB-SG-1.jpg|thumb|none|500px|A gang member fires his 870 at the motel shootout.]]&lt;br /&gt;
&lt;br /&gt;
==Over/Under Shotgun==&lt;br /&gt;
An [[12_Gauge_Double_Barreled_Shotgun#Over_and_Under_Shotgun_.28O.2FU.29|Over/Under Shotgun]] is used by one of the gang members.&lt;br /&gt;
[[Image:Browning 0-U.jpg|thumb|none|500px|Browning Over/Under Shotgun - 12 Gauge]]&lt;br /&gt;
[[Image:CB-SG-2.jpg|thumb|none|500px|The gang member fires his O/U shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==Ruger AC556==&lt;br /&gt;
One of Night Slasher's gang members uses a [[Ruger AC556]] when trying to take out Cobra ([[Sylvester Stallone]]) and Ingrid ([[Brigitte Nielsen]]) after she's released from the hospital. &lt;br /&gt;
[[File:RugerAC556 ss Folder.jpg |thumb|none|500px|Stainless Steel Ruger AC556 with Factory Folding Stock - 5.56x45mm]]&lt;br /&gt;
[[Image:CB-MINI14-1.jpg|thumb|none|500px|A gang member fires his AC556.]]&lt;br /&gt;
[[Image:CB-MINI14-2.jpg|thumb|none|500px|The gang member with his Ruger AC556.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 70==&lt;br /&gt;
What appears to be a scoped [[Winchester Model 70]] is seen twice in the film - First in the hands of one of the SWAT officers during the supermarket indicent, and later in the hands of one of Night Slasher's gang members.&lt;br /&gt;
[[Image:Pre64WinModel70.jpg|thumb|none|500px|Pre-1964 Winchester Model 70 with scope - .30-06]]&lt;br /&gt;
[[Image:CB-RIFLE-1.jpg|thumb|none|500px|A SWAT sharpshooter with a scoped Winchester Model 70.]]&lt;br /&gt;
[[Image:CB-RIFLE-2.jpg|thumb|none|500px|The gang member aims the scoped Model 70.]]&lt;br /&gt;
[[Image:CB-RIFLE-3.jpg|thumb|none|500px|The gang member with the [[Winchester Model 70]].]]&lt;br /&gt;
&lt;br /&gt;
==M16 Rifle==&lt;br /&gt;
A gang member is seen with an [[M16 Rifle]] (likely an AR-15 SP1) with three-prong flash hider.&lt;br /&gt;
[[Image:M16-SP1.jpg|thumb|none|500px|Original M16 Rifle with 20-round magazine, adopted in large numbers by the U.S. Air Force in Vietnam. This has the original '''3-prong flash hider'''.  It would later be replaced by the upgraded [[M16A1]] - 5.56x45mm]]&lt;br /&gt;
[[Image:CB-M16.jpg|thumb|none|500px|A gang member with an M16 as they take over the town. Note the flash hider.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==MK 2 Hand Grenade==&lt;br /&gt;
When Cobra is getting prepared at the motel the night before the shootout, he takes three [[MK 2 Hand Grenade]]s out of his bag. &lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|150px|MK 2 Hand Grenade]]&lt;br /&gt;
[[Image:CB-GRE.jpg|thumb|none|500px|Cobra sets down three MK 2 Hand Grenades.]]&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Fair Game]] (Based on the same novel.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:George P. Cosmatos]]&lt;/div&gt;</summary>
		<author><name>Hi, My Name Is GameZone</name></author>
	</entry>
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